160,970 Commits over 4,566 Days - 1.47cph!
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fix seagullgroup population stringId
add an ignore list for baking terrain height, add bbs in tropical islands to it
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Add seagull group spawn points, interest zones, and flock spawners (in deeps sea) to monument scenes
S2P fishing villages, harbors, ferry terminal, oilrigs, floating cities
merge from storepage_oct26
add deep sea support for bird flocks
Append hash to uploaded store media URLs, so an updated image gets a different URL
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remove non-jobified code path from laserbeams
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Fix harbors not spawning any crates when in tier 2 (mainly custom maps), S2P
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Optimize the player room detection code
- only invalidate a deployable & player's cached room when the rooms near it are rebuilt
Add way to simulate player load (subscriptions, room detection)
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Fix turn in place not respecting parent yaw
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merge from demo_audio_export
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Merge `Rust.Editor` class into `EditorUtils` because it conflicts with `Rust.Editor` namespace and Unity 6.7's serialisation code gen didn't like that.
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Scrap King Ramps - Fixed UVs for both ramps LODs and Gibs
Use Unity APIs for assembly loading
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Various fixes & iterations
exported updated seagull takeoff and land anims
Quick craft focusable/usable in dpad navigation mode
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decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
Gamepad UI useDragThreshold fix
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
Don't try to detect generated meshes in indirect instancing because negative EntityIds aren't a thing anymore
medium underground train station update
Replace deprecated BinaryFormatter with BinaryReader/Writer in WhatUsesThis
Horse canter control tweaks