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merge from apartment_complex_monument (shops in computer UI and invisible furniture fix)
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Fix big alloc during nav save/load
merge from apartment_complex_monument
merge from demo_compat_convar_default
merge from raid_window_map_widget_fix
merge from softcore_bed_corpse_respawn
Fix bear and chicken not working on tutorial island
merge from glowing_wallpapers - correct steam icon for glowing wallpaper pack
Merge: from jobs3_as_default
- Update: UsePlayerJobs is set to 3 by default
Tests: booted craggy and verified server var
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from apartment_complex_monument
merge from apartment_complex_monument
Merge: from renderbatch_meshlod_improv
- Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups
- Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching
Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
merge from shopfront_stringpool_warning_fix
merge from ballisticlegSFX
merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from apartment_complex_monument
merge from attachment_charms/ui
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from m16a2_viewmodel_fix
merge from spraycan_reskin_refactor
raidwindow_paintable_sign_fix -> main
Merge from apartment_complex_monument
Merge from apartment_complex_monument
merge from glowing_wallpapers
merge from spawn_terrainignore_fix
merge rust_relay_server -> main
Subtract
156029, too many shadow issues
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Merge from occlusion_culling_toggle_fix/batch_culling_fixes
Fixes MeshCull components not properly disabling when culled by occlusion culling
Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc)
Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default)
Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor)
Also includes a speculative fix for an index out of range error some players were experiencing
merge from apartment_complex_monument -> main
merge from apartment_complex_monument -> main