branchrust_reboot/main/render_pipeline_testingcancel
630 Commits over 457 Days - 0.06cph!
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
Merge from wind_motion_vectors
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
Converted the camera debug pass to an unsafe pass
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
Added a Renderering Debugger overlay for shadows
Added RRP initialization to the bootstrap as it was previously only initialized when the rrp.enabled convar was set
- Added the RRP asset to the graphics settings as the default
- Removed the rrp.enabled convar
- Added the rrp.disabled convar which is dev only and isn't saved
Convert SkyboxPass to a RasterRenderPass
Fix background not rendering through glass in skin viewer with RRP enabled
Fix BillboardLight-RRP addtional lights in vertex lighting path
fix vclouds still disappearing in cargo hold in brp
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
complete the revert of culling water/clouds when underground, causing issues, will revisit
Fix view model being blurred with the background after disconnect/reconnect
Reverted change that fully disabled water when in underground or underwater labs environment volume, as this was casuing the water to disappear in areas where it shouldn't have
Potential fix for spatial environment volumes not rendering when switching back to BiRP from RRP
Commandbuffers added during RRP wait until BIRP to register on the camera
fix SSAO applying on top of fog in RRP
Fixed a null ref coming from the WaterRendererFeature
Fix decals on RRP->BIRP toggle
Fix global mip bias not being applied on startup, causing blurry foliage textures
Comment out clouds debug log
Refraction viewmodel particles fix
fix vclouds not respecting render scale in RRP
fix water reflection probe funkiness when using the chippy arcade machine in RRP
fix volumetric fog shadows not working in RRP
Fixed the contact images being too dark on RRP
Fixed the tin can alarm wire being missing from RRP
Merge from blur_artifacts
Fixed the post processing on the player preview camera
Added legacy shadow keywords sets for point and spot lights for shaders that don't explicitly set the depth bias in their shadow caster pass
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Restore foliage SHDO in RRP
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
fix missing HSVRemap from DefaultVolumeProfile
Merge from lightingexclusion
Merge from deferred_lighting_optimizations
fix stutter in underwater color grading transition
keep rendering water in underwater labs since the moonpool is there
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP