35,765 Commits over 4,324 Days - 0.34cph!
Remove leftover AI debug stuff from craggy
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Merge from naval_update, give scientists real entity weapons instead of lightweight fake weapons
Merge from shadow_presets
merge from health_display_immoirtal_check
merge from boat_sails_fixes
merge from health_display_immoirtal_check -> main
Removed shader debug symbols from various shaders that had them left on
Merge from shader_variant_cleanup
merge from fix_submerged_states
merge from deep_sea_network_range
Fix boat related client/server field mismatches.
merge from boat_socketparent_fix
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scientist_spawner_new_boats
Ensure paintable objects' have shadow mode set to On when in the paintable window, otherwise it could have copied a version on the mesh renderer that the indirect instancing system had set to shadows only
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scientist_spawner_new_ai -> main
Merge from improve_sail_deploy
Merge from wearable_icons_fix
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merge from skinviewer_cleanup
kill_scientist_boat_fix -> main
merge from skinviewer_cleanup
Merge from hackweek_meshlod_qol
merge from tropicalprefabs_warning_fix
merge from safezonewarning_fix
Merge from kapok_branch_col_optim
merge from hackweek_more_tests
Fix a VendingMachine.GetItemsToSell NRE that could trigger when the deep sea wipes
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merge from scientist_spawners_convar_fix
merge from bbq_uv_fix (made bbq skinnable)
scientist_boat_ai_driverkill_fix -> main
merge from swedishlanguage_fix
Fix a WaterCatcher.IsFull NRE that could trigger when the deep sea wipes
merge from demobrowser_command_fix
inventory_commands_streamermode
merge from supplydrop_boat_fix
merge from scientist_rock_fix
catapult_bee_worldmodel -> main
syncvar_improvements_3 -> main