31,218 Commits over 3,928 Days - 0.33cph!
AH melee weapon LOS improvements
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
Fixed clientside placement guide as well for RUST-1209
Refresh entity links when rotating block after placement (RUST-1209)
Slightly more forgiveness in attack entity cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Tweaked server side weapon cooldown verification
removed garbage from airdrop loot table
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
helicopter gibs do not block vis
warehouse windows do not block vis
playercull nre fix when disconnecting
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viscull 2.0
windows and bars no longer block vis
code refactor
aiming at eachother disables visculling (no popping in gunfights)
more optimizations disabling a bunch of clientupdate() calls on invisible players
debug_camera disables playerculling
Added missing UDR opt script
Added UDR opt to boar, horse, chicken, wolf and bear
Moved UDR opt to separate script; added to player model and ragdoll
Added UDR opt to stag skin and ragdoll; other animals coming next
Fixed disappearing ragdolls
Double barrel shotgun sounds
adjusted the position of the support hand for the semi-auto rifle viewmodel
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update
Adding a couple of files manually
Picking relevant changesets from dungeon branch for transparency
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
Fixed and cleaned updateDirtyRenderers hack
Fixed broken view model projection after disabling TSSAA
fix for players taking too long to recalculate visiblity
merge into main
playercull.enabled true/false to test
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
Projectile cleanup tweaks
Server lag compensation for attack entity cooldown verification
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Tweaked server side projectile handling, added more logging
Eliminated server lag from player desync time calculation
Wrapped projectile ID and seed generation
More detailed server side attack and projectile verification logging
Connection state enforcement
fixed the positioning of the scope / flashlight addons for the double barrel shotgun
loot table adjustments for slightly more infrequent flamethrowers
Merged in latest temporal-aa changes; less bugs, sharper results
Cut warpath from music list