5,989 Commits over 4,413 Days - 0.06cph!
Re-ran disable automatic lightmap baking in floating city scenes (this can be overwritten in case of any conflicts in these in the future)
Merge from PlayerRigUpdate2
Reapplying wiretool_reconnect_fix
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Merge from terrain_lowering_nms_large_cave
Subtracting
150838 (reapplying new navmesh)
Merge from terrain_lowering_nms_large_cave (reapply)
Subtracting
150878 (new submesh subtract) i.e. reapplying new submesh
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
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Merge from editor_copytexture_error_spam_fix
Add copilot-instructions.md
Fixing ocean topology floodfill not reaching certain sections behind road crossings
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Fix for ocean topology missing around certain rivers
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Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
Moved a bunch of textures out of content.bundle to textures.4.bundle as we started hitting the file size limit on content.bundle again
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Changed console system class and function min length to 1 character (from 2) (modding request)
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Merge from workshop_metallic_2
Added DotRush config to ignore.conf
Fixed delivery drones sometimes not making it to their destination
Disabling graphics jobs on Mac builds
Jungle biome is centered in tier 0, with temperate biomes to the sides of it
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Jungle biome distribution teaks & fixes
Monument distance tweaks in an attempt to eliminate some edge cases of certain monuments not spawning / fewer monuments spawning overall
Players no longer spawn in jungle biome
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Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
Merge from light_cull_occludee_fix
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