35,246 Commits over 4,324 Days - 0.34cph!
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
fixed crates/barrels respawning in deepsea dwellings
turret_head_anim_fix -> main
turret_slow_animation_fix -> main
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Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
merge from artistpack_storepage
Cannon is no longer a IBoatBuildingPiece
turret_hotfix_networkrange_fix -> main
turret_rear_turret_aiming_fix -> main
merge from artist_pack_dlc
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Default buoyancy batching to on.
Fixed not able to skin space LR back into the default LR
merge from artistpack_storepage
merge from print_speed -> main
merge from artist_pack dlc, engine json on xl and xxl frames, updated sitem icon for artist pack
Moved a bunch of textures out of content.bundle to textures.4.bundle as we started hitting the file size limit on content.bundle again
merge from artist_pack_dlc
merge form artist_pack_dlc
merge from rugs_monument_fix
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merge cannon window clipping fix
Update: ServerProfiler.Core - more method annotation exclusions
- release bins built from c969bbab
Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk
Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
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merge from artist_pack_dlc
merge small cannon fixes to main
playerboat_wheel_mount_optimization -> main
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updated skins list - silly horse mask was set to wrong steam id
Merge from artist_pack_dlc
Merge from sails_motion_vector_fix
scientist_boats_gameplay_pass_4 -> main
scientist_boats_gameplay_pass_4 -> main
Merge from workcart_leak_fix
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