127,269 Commits over 4,109 Days - 1.29cph!
Fixed game trace bounds of player collision being insufficiently big when wounded
renamed music convar to prevent loading at 1.0 volume
updated loot tables to slightly reduce changes of finding double barrel in crates
slightly more chance of ammo slihgtly less of weapons
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
max condition is now shown on damaged items as a red bar
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
Cut warpath from music list
Merged in latest temporal-aa changes; less bugs, sharper results
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