33,286 Commits over 4,109 Days - 0.34cph!
Eliminated server lag from player desync time calculation
Tweaked server side projectile handling, added more logging
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
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
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
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
Picking relevant changesets from dungeon branch for transparency
Adding a couple of files manually
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update
adjusted the position of the support hand for the semi-auto rifle viewmodel
Double barrel shotgun sounds
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
Added missing UDR opt script
Added UDR opt to boar, horse, chicken, wolf and bear
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
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playercull nre fix when disconnecting
warehouse windows do not block vis
helicopter gibs do not block vis
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)
removed garbage from airdrop loot table
Tweaked server side weapon cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Slightly more forgiveness in attack entity cooldown verification
Refresh entity links when rotating block after placement (RUST-1209)
Fixed clientside placement guide as well for RUST-1209
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
AH melee weapon LOS improvements
Fixed NRE in player visibility
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supply signal drop position has a random offset of 20 units
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ownership debug tools made admin only and clientside
AH projectile LOS improvements
vm beancan grenade updates
Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
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