114,224 Commits over 3,959 Days - 1.20cph!
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Merge Main -> Experimental
Removed accidental heli gunner debug prints
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
Fix global networking using excessive amounts of bandwidth
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Fixed parachute playing wooden gibs sound when it breaks
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Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
BurstCloth: Allow controlling how strongly root motion affects the simulation
Re-tweak ghost costume burst cloth settings after all the changes done for abyss (including much less affected by root motion)
Don't shrink the ghost sheet while parachuting
Merge Main -> Experimental
Removed "ON HIT!" and "DOING FLYBY" debug prints
merge from global_networked_bases
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merge from Attack Helicopter
merge from global_networked_bases
fixed rock_formation_medium_a incorrectly have it's collider set to convex
Fixed albedo sampler error when using particle layer
Fixed missing UnityIndirect.cginc error when using RUST_PROCEDURAL_INSTANCING
Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
Enable emmisive on root combiner & branch lights
Fixed "overly reflective materials/shader/build issue" when using MaterialType=SpecularColor
added 4k textures and materials
Added a simple do_shore_drift convar, allowing for easily disabling boat shore drift entirely
Fixing the fix using fixest of fixes
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merge from steam_browser_temp_fix
Facepunch.Steamworks rebuild