Alpha v1.0.0

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All Rust commits from Facepunch

267 total commits for branch:
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Brian23/06/202616:28:09
rust_reboot/main/render_pipeline_testing (#155603)

fix disco ball in RRP, do forward+ lighting in fragForwardBase

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Brian23/06/202615:50:05
rust_reboot/main/render_pipeline_testing (#155599)

line endings

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Dayaan23/06/202612:00:20
rust_reboot/main/render_pipeline_testing (#155566)

Update sharpen_vignette, radiation, and cctv RRP volumes

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aidan.m23/06/202609:06:37
rust_reboot/main/render_pipeline_testing (#155534)

CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl

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aidan.m23/06/202609:03:32
rust_reboot/main/render_pipeline_testing (#155533)

Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass

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Dayaan23/06/202609:01:17
rust_reboot/main/render_pipeline_testing (#155532)

Setup postprocess render scale and change passes to use scaled buffer size

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aidan.m23/06/202608:52:13
rust_reboot/main/render_pipeline_testing (#155531)

Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method

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Brian22/06/202620:08:23
rust_reboot/main/render_pipeline_testing (#155479)

RRP ReflectionProbeEx + vclouds rendering into it

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Dayaan22/06/202610:56:29
rust_reboot/main/render_pipeline_testing (#155385)

Add screen overlay (with lighting) to UberPostPass

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Dayaan22/06/202601:16:58
rust_reboot/main/render_pipeline_testing (#155367)

Add GreyScale effect to uber post pass Rename UberOverlay to UberPostPass

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aidan.m19/06/202616:06:39
rust_reboot/main/render_pipeline_testing (#155279)

Added RRP enabled wrappers around the command buffer being added and removed for shadow caching to prevent warning log spam

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Felix19/06/202615:43:21
rust_reboot/main/render_pipeline_testing (#155270)

Fix last remaining motion blur artifacts by using the original noise function

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aidan.m19/06/202615:42:45
rust_reboot/main/render_pipeline_testing (#155269)

Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build

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Felix19/06/202615:42:10
rust_reboot/main/render_pipeline_testing (#155267)

Hook up motion blur settings to the volume component

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aidan.m19/06/202614:53:12
rust_reboot/main/render_pipeline_testing (#155260)

Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build

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Dayaan19/06/202614:53:00
rust_reboot/main/render_pipeline_testing (#155258)

Add chromatic aberration and grain to uberpass

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Felix19/06/202614:42:44
rust_reboot/main/render_pipeline_testing (#155252)

Allow water motion vector pass to be culled

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Felix19/06/202614:42:19
rust_reboot/main/render_pipeline_testing (#155251)

Refine motion vector pass dependencies

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Felix19/06/202614:41:45
rust_reboot/main/render_pipeline_testing (#155250)

Use a preference list for motion vector texture formats

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aidan.m19/06/202613:59:44
rust_reboot/main/render_pipeline_testing (#155237)

Added the Grey Scale volume component and setup all the RRP volumes that needed it

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aidan.m19/06/202612:44:39
rust_reboot/main/render_pipeline_testing (#155210)

Fixed an issue with render pipeline global settings not being set after loading them from resources

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aidan.m19/06/202612:25:09
rust_reboot/main/render_pipeline_testing (#155206)

Added the grain volume component and added it to all RRP volumes that needed it

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aidan.m19/06/202609:22:07
rust_reboot/main/render_pipeline_testing (#155176)

Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime

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Dayaan19/06/202606:30:28
rust_reboot/main/render_pipeline_testing (#155163)

Revert changes to PostFXBlitter

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Dayaan19/06/202606:13:57
rust_reboot/main/render_pipeline_testing (#155162)

MotionBlurPass graphics format compatibility fix

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Dayaan19/06/202606:04:36
rust_reboot/main/render_pipeline_testing (#155161)

Change SSAO render to use static lambdas

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Dayaan19/06/202606:03:19
rust_reboot/main/render_pipeline_testing (#155160)

OverlayUberPass with sharpening and vignette

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Brian19/06/202600:54:10
rust_reboot/main/render_pipeline_testing (#155151)

missing client guard

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Felix18/06/202621:26:39
rust_reboot/main/render_pipeline_testing (#155126)

Implement multi-pass motion blur to match BiRP

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Felix18/06/202621:25:40
rust_reboot/main/render_pipeline_testing (#155125)

Fix motion vector global texture name to match BiRP

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Felix18/06/202621:24:57
rust_reboot/main/render_pipeline_testing (#155124)

Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures

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Brian18/06/202621:11:18
rust_reboot/main/render_pipeline_testing (#155119)

change how we're tracking viewmodel prev viewproj to not rely on BRP camera component

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Brian18/06/202621:10:19
rust_reboot/main/render_pipeline_testing (#155118)

implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP

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Felix18/06/202611:10:11
rust_reboot/main/render_pipeline_testing (#154983)

Port viewmodel motion vector pass to RRP

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aidan.m18/06/202610:52:31
rust_reboot/main/render_pipeline_testing (#154977)

- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP

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aidan.m18/06/202608:49:32
rust_reboot/main/render_pipeline_testing (#154963)

Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect

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Brian17/06/202623:51:29
rust_reboot/main/render_pipeline_testing (#154931)

delete old file

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Brian17/06/202623:50:31
rust_reboot/main/render_pipeline_testing (#154930)

get binocular effect working in RRP

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Brian17/06/202623:11:04
rust_reboot/main/render_pipeline_testing (#154923)

compile fix 2

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Brian17/06/202621:34:56
rust_reboot/main/render_pipeline_testing (#154915)

fix contact shadows server compile

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Brian17/06/202618:31:02
rust_reboot/main/render_pipeline_testing (#154897)

merge from main

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Brian17/06/202617:47:32
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Brian17/06/202617:20:00
rust_reboot/main/render_pipeline_testing (#154884)

add some additional RRP client-only guards

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Felix17/06/202616:20:46
rust_reboot/main/render_pipeline_testing (#154879)

Fix crash in DrawProcedural() due to wrong shaderPassId

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aidan.m17/06/202614:30:54
rust_reboot/main/render_pipeline_testing (#154845)

CRLF to LF line ending changes for all RRP files

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Felix17/06/202613:21:19
rust_reboot/main/render_pipeline_testing (#154835)

Fix various motion vector issues (override shaders, depth, skinned meshes)

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Felix17/06/202613:20:35
rust_reboot/main/render_pipeline_testing (#154834)

Remove custom motion vector pass from standard shader

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aidan.m17/06/202608:26:44
rust_reboot/main/render_pipeline_testing (#154796)

Fixed all server compile errors and warnings for RRP

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Brian16/06/202614:10:22
rust_reboot/main/render_pipeline_testing (#154717)

client-only guard AtmosphereVolumeDrawPass

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Felix16/06/202611:27:26
rust_reboot/main/render_pipeline_testing (#154689)

Add volume component for motion blur (2)

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Rust Utility Hub - Commits - main/render_pipeline_testing