Alpha v1.0.0

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All Rust commits from Facepunch

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Brian20/03/202619:24:02
rust_reboot/main/render_pipeline_testing (#146563)

get RRP running on unity 6

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Brian20/03/202617:04:45
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Brian20/03/202615:23:51
rust_reboot/main/render_pipeline_testing (#146527)

probable fix for flickering fog

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Brian19/03/202622:48:10
rust_reboot/main/render_pipeline_testing (#146425)

qa island thing

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Brian19/03/202622:44:56
rust_reboot/main/render_pipeline_testing (#146423)

fixes, add missing components to some scenes

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Brian19/03/202621:34:07
rust_reboot/main/render_pipeline_testing (#146412)

fix watercamera rrp unity 6

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Brian19/03/202621:17:12
rust_reboot/main/render_pipeline_testing (#146405)

merge from unity6_compat

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Brian19/03/202617:56:17
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Brian19/03/202617:46:44
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Brian19/03/202617:35:05
rust_reboot/main/render_pipeline_testing (#146383)

bunch of client preproc guards

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Brian19/03/202616:42:45
rust_reboot/main/render_pipeline_testing (#146366)

merge from main

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Brian17/03/202622:37:00
rust_reboot/main/render_pipeline_testing (#146013)

ignore .DS_Store in Rust.RenderPipeline git repo

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Brian17/03/202622:27:31
rust_reboot/main/render_pipeline_testing (#146010)

update player_preview prefab

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Brian17/03/202622:27:19
rust_reboot/main/render_pipeline_testing (#146009)

implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera

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Brian16/03/202619:39:58
rust_reboot/main/render_pipeline_testing (#145833)

partial fix for point/spot light biasing inconsistency with BiRP

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Brian16/03/202604:10:28
rust_reboot/main/render_pipeline_testing (#145732)

sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc

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Brian16/03/202600:17:27
rust_reboot/main/render_pipeline_testing (#145724)

reapply WaterCamera change in RRP

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Brian16/03/202600:13:03
rust_reboot/main/render_pipeline_testing (#145723)

merge from main

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Brian13/03/202620:08:22
rust_reboot/main/render_pipeline_testing (#145693)

fix missing shader referene

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Brian12/03/202619:34:16
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Brian12/03/202619:22:22
rust_reboot/main/render_pipeline_testing (#145562)

merge from main

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Brian12/03/202617:29:30
rust_reboot/main/render_pipeline_testing (#145550)

explicitly set render targets in GeometryPass, z buffer was missing from forward opaques

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aidan.m12/03/202615:17:50
rust_reboot/main/render_pipeline_testing (#145522)

Updating Rust.RenderPipeline to include removal of old PostFXStack settings class

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aidan.m12/03/202615:16:18
rust_reboot/main/render_pipeline_testing (#145521)

Updated the Rust.RenderPipeline package to include the new volume component changes

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aidan.m12/03/202614:12:32
rust_reboot/main/render_pipeline_testing (#145514)

Updated the Rust.RenderPipeline package and fixed compatibility issues

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Brian12/03/202607:05:15
rust_reboot/main/render_pipeline_testing (#145480)

set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need

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Brian12/03/202606:12:09
rust_reboot/main/render_pipeline_testing (#145479)

subsurface birp wrap

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Brian09/03/202602:03:19
rust_reboot/main/render_pipeline_testing (#145262)

work around RT size mismatch in BiRP water wrapper

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Brian24/02/202618:12:52
rust_reboot/main/render_pipeline_testing (#144384)

fix hair raycasting shadows in deferred

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Brian20/02/202616:08:35
rust_reboot/main/render_pipeline_testing (#144078)

fix missing z-buffer when rendering forward opaques

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Brian20/02/202601:33:20
rust_reboot/main/render_pipeline_testing (#143991)

don't need this anymore

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Brian20/02/202600:28:58
rust_reboot/main/render_pipeline_testing (#143980)

- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag

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Brian19/02/202622:17:48
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Brian18/02/202607:05:15
rust_reboot/main/render_pipeline_testing (#143647)

merge from main

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Brian05/02/202622:02:13
rust_reboot/main/render_pipeline_testing (#142717)

re-apply craggy changes

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Brian05/02/202619:24:43
rust_reboot/main/render_pipeline_testing (#142694)

post subsurface pass beginnings

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Brian05/02/202618:51:15
rust_reboot/main/render_pipeline_testing (#142688)

bring over WaterCamera changes into RRP

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Brian05/02/202618:41:54
rust_reboot/main/render_pipeline_testing (#142684)

merge from main

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Brian05/02/202603:03:21
rust_reboot/main/render_pipeline_testing (#142609)

hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle

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Brian05/02/202602:47:26
rust_reboot/main/render_pipeline_testing (#142608)

sync Rust.RenderPipeline

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Brian03/02/202620:56:13
rust_reboot/main/render_pipeline_testing (#142482)

add CommandBufferManager.OnPreCommandBuffer hook

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Brian21/01/202607:01:35
rust_reboot/main/render_pipeline_testing (#141327)

supply lightdir/color for water again, adjust texture formats

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Brian21/01/202606:59:03
rust_reboot/main/render_pipeline_testing (#141326)

fix double-rendering atmosphere

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Brian21/01/202606:53:59
rust_reboot/main/render_pipeline_testing (#141325)

sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag

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Brian19/01/202621:44:25
rust_reboot/main/render_pipeline_testing (#141191)

stopgap water sky reflection until we have the water refl probe in RRP

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Brian13/01/202610:42:04
rust_reboot/main/render_pipeline_testing (#140718)

merge from main

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Brian10/01/202604:01:17
rust_reboot/main/render_pipeline_testing (#140622)

RRP water rendering progress

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Brian10/01/202601:48:24
rust_reboot/main/render_pipeline_testing (#140621)

sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use

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Brian10/01/202601:02:13
rust_reboot/main/render_pipeline_testing (#140620)

sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)

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Brian08/01/202601:43:28
rust_reboot/main/render_pipeline_testing (#140469)

merge from main

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Rust Utility Hub - Commits - main/render_pipeline_testing