30,724 Commits over 3,867 Days - 0.33cph!
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Merge from arm64_native_libraries
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Advance Path NRE Fix -> Main
merge from spectate_blackout_fix
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merge from hose_material_fix
merge from subtract_untangles
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cherrypicking Entity_Query_Improvments/dangling_profilesample_fix
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merge from DuplicateGUIDFix
merge from SBToolCupboard
merge from travelling_vendor_restock_change
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Fixed fire mode switch sound being replicated
merge from swap_keycard_fix
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Fixed the screen turning black after respawning before the end of the death screen fade
Fix options menu not having a body section enabled by default
merge from spectate_blackout_fix
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
Merge from homing_spectate_fix
Merge from spectate_blackout_fix
Merge from underwater_cinematic_blur_fix
Adjusted locomotive LOD levels, letting it high higher LODs are nearer distance. It wasn't really adjusted for how large the locomotive is.
Fixed locomotive LOD1 using ground_cloth_a_LOD1 instead of the intended cloth_a_LOD1
Merge LocomotiveDebrisFix -> main again. No new changes except that this time we won't less Plastic mess it up.
Merge from underwater_cinematic_blur_fix
Added an admin convar to disable the tin can alarm wire culling, for cinematic purposes
Merge from fix_reserved_slots_joining -> main
Fixed horses not being able to enter terrain holes again, while retaining the potential fix for boats in
101798
Revert GamePhysics zero point exit from
100781. May fix boats drifting under the map. Unfortunately stops horses being able to enter terrain holes
subtracting
101763 RailsFix - worldsize greater than 4000 not booting (server)
merge from replicated_bush_fx
merge from LocomotiveDebrisFix
merge from runtime_profiling_saved_convar
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Merge from elevator_vehicle_parent