Alpha v1.0.0

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All Rust commits from Facepunch

384 total commits for branch:
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Felix07/08/202613:31:11
rust_reboot/main/render_pipeline_testing (#160607)

Use a NativeArray for lightShadowData

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aidan.m07/08/202612:15:52
rust_reboot/main/render_pipeline_testing (#160585)

Updated the LightingPass and Shadows to use the new RenderGraph API

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Felix06/08/202615:04:30
rust_reboot/main/render_pipeline_testing (#160489)

Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection

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Felix06/08/202613:31:46
rust_reboot/main/render_pipeline_testing (#160481)

Remove string interpolation from BlurOptimizedPass

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Felix06/08/202613:24:38
rust_reboot/main/render_pipeline_testing (#160480)

Avoid delegate allocations in SSAOApplyPass

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Felix06/08/202613:07:31
rust_reboot/main/render_pipeline_testing (#160479)

Elimitate GC allocation in terrain depth pre-pass

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Felix06/08/202611:30:37
rust_reboot/main/render_pipeline_testing (#160473)

Fix Forward+ error spam

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Felix06/08/202610:38:43
rust_reboot/main/render_pipeline_testing (#160467)

Add a null-check for renderer feature component creation

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Felix06/08/202610:23:01
rust_reboot/main/render_pipeline_testing (#160463)

Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)

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Felix06/08/202610:05:52
rust_reboot/main/render_pipeline_testing (#160461)

Add more profiler instrumentation

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Dayaan06/08/202609:05:31
rust_reboot/main/render_pipeline_testing (#160455)

Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader

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Dayaan06/08/202606:05:15
rust_reboot/main/render_pipeline_testing (#160451)

Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.

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Brian05/08/202617:36:53
rust_reboot/main/render_pipeline_testing (#160398)

fix func call typo

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aidan.m05/08/202615:52:31
rust_reboot/main/render_pipeline_testing (#160383)

Changed the deferred lights to use per draw light cookies to fix the flickering lights issue

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Felix05/08/202615:13:25
rust_reboot/main/render_pipeline_testing (#160378)

Always log render graph exceptions

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Felix05/08/202613:40:39
rust_reboot/main/render_pipeline_testing (#160357)

Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers

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Felix05/08/202613:04:16
rust_reboot/main/render_pipeline_testing (#160354)

Add ProfilerMarkers to all built-in RRP passes

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Felix05/08/202612:38:47
rust_reboot/main/render_pipeline_testing (#160347)

Add a ProfilerMarker to every custom RustRenderPass

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Dayaan05/08/202606:31:49
rust_reboot/main/render_pipeline_testing (#160298)

Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump

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Brian04/08/202618:05:06
rust_reboot/main/render_pipeline_testing (#160257)

fix stupid auto inserted using

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Brian04/08/202618:02:19
rust_reboot/main/render_pipeline_testing (#160256)

merge from main

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Felix04/08/202610:34:02
rust_reboot/main/render_pipeline_testing (#160158)

Make Rust/Standard SRP-Batcher compatible

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Felix04/08/202609:04:34
rust_reboot/main/render_pipeline_testing (#160139)

Remove _RRP multi_compile keyword

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Felix04/08/202609:03:10
rust_reboot/main/render_pipeline_testing (#160138)

Re-add _UsingRRP dynamic branch

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Dayaan04/08/202603:14:32
rust_reboot/main/render_pipeline_testing (#160113)

Fix VolumetricLightBeam on RRP

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Brian03/08/202619:59:42
rust_reboot/main/render_pipeline_testing (#160093)

merge from main

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Brian29/07/202621:27:00
rust_reboot/main/render_pipeline_testing (#159517)

create mip-filtered refraction texture before transparent geometry pass

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Brian15/07/202615:15:25
rust_reboot/main/render_pipeline_testing (#158001)

fix string alloc in VolumetricFogShadowPreProcessPass

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Felix15/07/202614:59:29
rust_reboot/main/render_pipeline_testing (#157998)

Add an assertion to catch rare error spam from WaterCamera

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aidan.m15/07/202613:58:11
rust_reboot/main/render_pipeline_testing (#157985)

Fixed the normal maps not being present on the deploy meshes

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aidan.m15/07/202610:54:07
rust_reboot/main/render_pipeline_testing (#157955)

Added missing shader passes back to all main subshaders

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aidan.m15/07/202610:33:19
rust_reboot/main/render_pipeline_testing (#157949)

Added the shadow caster pass back to the cloth shaders

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aidan.m14/07/202615:50:30
rust_reboot/main/render_pipeline_testing (#157815)

SkinViewer2 prefab RRP fixes after merge

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aidan.m14/07/202615:23:42
rust_reboot/main/render_pipeline_testing (#157802)

Merge from main

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aidan.m14/07/202615:20:49
rust_reboot/main/render_pipeline_testing (#157798)

Whitespace fix for BRP_BloomPass

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Felix14/07/202614:04:37
rust_reboot/main/render_pipeline_testing (#157777)

Remove obsolete potato subshaders to reclaim memory

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aidan.m14/07/202613:20:46
rust_reboot/main/render_pipeline_testing (#157766)

Fixed some issues with the tone mapping and the lift gamma gain

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Brian13/07/202621:24:38
rust_reboot/main/render_pipeline_testing (#157647)

use new RRP/BRP grab pass subshaders for player pixelation

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Felix13/07/202616:51:59
rust_reboot/main/render_pipeline_testing (#157579)

Add some profiler intstrumentation

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aidan.m13/07/202615:51:47
rust_reboot/main/render_pipeline_testing (#157563)

Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP

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aidan.m13/07/202614:34:14
rust_reboot/main/render_pipeline_testing (#157538)

- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP. - Updated the TerrainQuality script to no longer rely on the shaderLod convar. - Code gen

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aidan.m13/07/202612:55:24
rust_reboot/main/render_pipeline_testing (#157519)

Added the missing blit from the DoF pass and updated the way the copy texture is set up

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Dayaan13/07/202604:54:26
rust_reboot/main/render_pipeline_testing (#157436)

Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP

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Felix10/07/202615:27:11
rust_reboot/main/render_pipeline_testing (#157343)

Cherry-pick global_mip_bias onto render_pipeline_testing

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aidan.m10/07/202614:09:43
rust_reboot/main/render_pipeline_testing (#157336)

Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader

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Felix10/07/202613:56:08
rust_reboot/main/render_pipeline_testing (#157333)

Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:

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Felix10/07/202613:44:27
rust_reboot/main/render_pipeline_testing (#157329)

Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last

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Felix10/07/202613:43:28
rust_reboot/main/render_pipeline_testing (#157328)

Add an RRP quality level to prevent shader variant stripping

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aidan.m10/07/202610:06:14
rust_reboot/main/render_pipeline_testing (#157300)

Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP

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aidan.m09/07/202610:44:06
rust_reboot/main/render_pipeline_testing (#157160)

Merge from main

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