129,300 Commits over 4,140 Days - 1.30cph!
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
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