34,764 Commits over 4,474 Days - 0.32cph!
Cherry pick
124380, fix memory leaks when vine tree falls or animal spawns
Merge from console_recover_changes
merge from save269 - Staging wipe
Merge from manifest_insert_inspector
Merge from frontier_external_fixes
Merge from multi_wallpaper_block_spray_fix
merge from serializable_fields_cleanup
Merge from workshop_render_fixes
Merge from gunner_multi_fix
Merge from kill_countdown_fix
merge from print_light_counts -> main
merge from party_system -> main
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)
potential SpatialBiome shader fix
merge from SmallBox_Shadows
restoring
124061 merge from jungle_update/spatial-biome-fog/fogmethod1
merge from /main/jungle_update/spatial-biome-fog/fogmethod1
merge from abyss_containers
Merge from frontier_external_fixes
Merge from teamui_switch_server_fix
Merge from scientist_spawners_enabled
Merge from vsync_limit_fix
Merge: from autoturret_optim
- Bugfix for turret not reacting to player in front when powering up (caused by me)
- Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well)
Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
Merge from negative_source_modifiers_godmode
merge from fix_roof_stability
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merge from purifier_waterloss_fix
merge from ui_volume_slider
subtract jungle_update/spatial-biome-fog/fogmethod1
merge from jungle_update/spatial-biome-fog/fogmethod1
Merge from scientist_spawners_enabled_fix
Remove unnecessary things related to SyncVars source generator
merge from party_system -> main
merge from party_system -> main
merge from party_system -> main
Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Added DotRush config to ignore.conf
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV