112,179 Commits over 3,928 Days - 1.19cph!
Adding a couple of files manually
Picking relevant changesets from dungeon branch for transparency
Updated chainlink fence prefabs for glass transparency layer
Updated Hangar prefab for glass transparency layer
Updated watchtowers and office building prefabs for glass transparency layer
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
Certain rocks & bushes like buildings and radtowns less.
Env tweaks.
Lantern lighting isn't as ugly anymore.
Pre-release ready.
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
Stupid avoid UpdateDirtyRenderers trick (needs proper bounds computation)
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
reloading animator changes
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)
grenade attach & drop vm anims, controller updates
Tweaked server side projectile handling, added more logging
Eliminated server lag from player desync time calculation
Wrapped projectile ID and seed generation
bolt & sawnoff shotgun reload changes, animator updates
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
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)