127,645 Commits over 4,109 Days - 1.29cph!
Rocket LOS check improvement (RUST-1139)
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well
Experimental tssaa motion based feedback factor scaling (sharper in motion)
Switched tssaa sampling to halton_2_3 (8TX)
Slight tweak for even more sharpness
Lerp fix, assuming it works without testing
fixed earning xp from eating your own food
Fixed server NRE caused by trying to read clientBranch from out of date clients
no double xp from breaking lootable objects
airfield hangar COLs and prefabs
Fixed shader find FXAA shader; already assigned via inspector
Added default shader assignment
Fix attempt for black cancer taking over the screen when using temporal aa
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
ProjectVersion / ProjectSettings b25 auto updates
Actual fix for temporal-aa black cancer + tiny alu opt
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Fixed TimeWarning disposal profiler situation
Moved netgraph to Rust.UI
Removed hacky motion vector non-jitter matrix code now that we're on b25; using built-in, fixes issues with viewmodel
for CUI, added Added UI.Ingame.Hud, UI.Ingame.Hud.Under
Fixed GetBetaName exception when steam isn't running (benchmarks etc)
Helk'd it, left a buunch of Debug.Log's in the code
Fixed painted images not saving correctly
Added Sqlite/byte/memorystream tests
crossbow reload anim length now matches ironsight start point
Console system to its own library
debug stuff for ownership
Reduced temporal-aa jitter at shore at near co-planar intersections
Switched back to taa uniform helix sampling (4TX); reduces local reflection jitter
small water catcher tap collider
Fixed water fog dithering causing it to be ligher than it should
Fixed shader error for server build
airfield work backup
Tower antena models/LODs/COLs/Prefabs
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Fixed water purifier interaction issues on server restart... or so I hope... (RUST-1109, RUST-1137)
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Fixed viewmodel shadows going crazy after disabling temporal-aa
Fixed shadow flickering when temporal-aa is enabled and viewmodel is toggled
tssaa: replaced trinary minmax with luma on reversible tonemap ops to prevent artifacts like the sun's dark halo
tssaa: feedback param tweaks
More b25 shader updates, including a standard core shader change that reduces alu
weapons that drop from players hands are now eligable for ownership transfer when picked up
ownership transfer happens on a per-item-looted basis rather than everything in the body upon first loot
large furnace no longer placable in water
refined metal added to double toptier door cost
fixed flamer particle effects bouncing
added 3rd person aiming / throw animations for the rock and spears.
fixed a bug with the IK hand holding for the bow / spear / rock weapons
Changed how blueprints/xp are wiped, so server owners can roll back by renaming the db files if they want
Animal damage uses base protection again
Industrial building windows use separate colliders (on the transparent layer)