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Leaderboard backup, run #9580
Attack heli: Reset flare and rocket timers if new inventory is loaded in
Attack heli: Added off-state dashboard lights so they don't visually appear suddenly when the light comes on green or red.
- Attack heli flares can now only be fired once every 30 seconds
- Added small lights to the heli pilot controls that indicate rocket and flare readiness
- Added a little ding sound when flares become available again
- Improved attack heli rocket hit pos prediction marker accuracy slightly
- If the attack heli hit projection doesn't hit anything, move the marker to the middle of the UI instead of taking the end point of the last ray
- Added a couple of useful methods to ItemContainer
Add a cinemachine virtual camera to the end tutorial cinematic
Merge from tutorial_island
Human Citizen Rough outfit initial set up
Change `write.PacketId()` -> `Net.sv.StartWrite( packetId )` so we can prefix the packet Id before the packet ordering VarInt
Include VarInt at the beginning of each outbound client packet to improve accuracy of demos
Add cinemachine package (2.8.9)
Ambience sfx will now take into account admintime when calculating if they should play based on time of day (shoud fix nighttime sfx from playing while on tutorial island if the server time is night but we've overridden the tutorial island to daytime)
Merge from tutorial_island
Hard code world temperature while player is in tutorial
Leftover mirror conditional
Cleaned up ASE templates and added working Rust/Standard template w/ custom inspector
Deleted unused shader (UI.Additive-SoftMaskable)
Conditional mirror code path (static; off for now)
Force the player out of god mode if the tutorial needs to kill them
Merge from tutorial_island
Fixed help prompt videos not updating
Support Scene.trace.Body (todo: multi, sweep) https://files.facepunch.com/layla/1b1211b1/sbox-dev_G86CwDirl8.mp4
Merge from /main/hackweek_visualshader
Fixed tree billboards being aggressively culled after
92683
Add FlexScipedUpdate so it's easy to do batched updates which run layout immediately after instead of deferring until LateUpdate
Fied not showing the decrease grid size button (oops)
Scaling fix.
Sandbag hit update.
Split up harbor crane mesh for gameplay setup
Replace prediction inside ceiling light
Two columns for input bind list
Fix RPC that were passing null in the function name
Setting SceneModel.AnimationGraph to null resets to model animgraph instead of crashing
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
Fix ColorControlWidget popup not constraining to screen
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Move the prediction check from all RPCs into `SignalBroadcast`
Don't pass input to SceneView when clicking its toolbar
Regex + manual tweaks to remove sourceConnection from all RPC methods as it's only used in a single RPC but takes 8 bytes each packet
Creating an invalid hull or mesh physics shape will always return a valid shape (tiny sphere) so warn when this happens
Constrain to screen input action delete & edit popups
Enqueue packets for demo from network threads instead of main thread