4,625 Commits over 1,310 Days - 0.15cph!
Further fixes to make sleeping bags work with steam nicknams
merge from main -> fix_steam_nickname_bags
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merge from fix_batching_ghosting -> naval_update
Fix Render batching occasionally persisting after the prefab is deleted
- caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
merge from fix_boat_teleport_checks -> naval_update
Fix portal teleport check not ignoring the terrain margin properly
- make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
merge from icon_renderer_path -> main
Allow path to be overwritten for PropRenderer
- allows it to skip the "update the item's icon"
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merge from fix_cui_update_texture -> main
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor
- doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
merge from deep_sea -> deep_sea/island_scenes
merge from force_scene_deep_sea -> naval_update
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Re-add deepsea.cs convar file because plastic
- codegen
Add bool option to GameSetup to force the scene to be considered inside the deep sea
- sets convar `force_scene_deep_sea` to be true (editor only)
.meta files after generating manifest
Prefabs after generating manifest
Cherrypick CS
136988 (material & SceneTemplateSettings.json)
Cherrypick CS
136987 (stop generating lighting)