127,460 Commits over 4,109 Days - 1.29cph!
loot table adjustments for slightly more infrequent flamethrowers
fixed the positioning of the scope / flashlight addons for the double barrel shotgun
Connection state enforcement
More detailed server side attack and projectile verification logging
bolt & sawnoff shotgun reload changes, animator updates
Wrapped projectile ID and seed generation
Eliminated server lag from player desync time calculation
Tweaked server side projectile handling, added more logging
grenade attach & drop vm anims, controller updates
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Server lag compensation for attack entity cooldown verification
Projectile cleanup tweaks
reloading animator changes
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
Stupid avoid UpdateDirtyRenderers trick (needs proper bounds computation)
merge into main
playercull.enabled true/false to test
fix for players taking too long to recalculate visiblity
Fixed broken view model projection after disabling TSSAA
Fixed and cleaned updateDirtyRenderers hack
Env tweaks.
Lantern lighting isn't as ugly anymore.
Pre-release ready.
Certain rocks & bushes like buildings and radtowns less.
temporal-aa: reintroduced some fixes lost in previous temporal-aa merge from cinematics (e.g. tonemapping, black sludge)
temporal-aa: rolled back the updated sharpen to the previous version; more robust around strong emitters
Updated watchtowers and office building prefabs for glass transparency layer
Updated Hangar prefab for glass transparency layer
Updated chainlink fence prefabs for glass transparency layer
Picking relevant changesets from dungeon branch for transparency
Adding a couple of files manually
updates to shotgun & bolt vm anims, clip lengths, controllers
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update