11,029 Commits over 4,140 Days - 0.11cph!
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Merge from workshop_metallic_2
Fixed WorkshopEditor opening on wrong page
Reapplying WorkshopEditor scene changes
Fixed workshop scene using jungle color grading if the camera is in a particular spot
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Added DotRush config to ignore.conf
Fixed delivery drones sometimes not making it to their destination
Disabling graphics jobs on Mac builds
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Jungle biome is centered in tier 0, with temperate biomes to the sides of it
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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Vine swinging trees TerrainTopologySet -> TerrainTopologyAdd to preserve existing topology (fixes removing topologies that cull water etc)
Enforce 50 min distance to other monuments for jungle, tiny and train tunnel entrance monuments
Applying some properties that were modified in Procedural Map scene to the World Setup prefab
Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
Train tunnel entrance bunker terrain anchor fixes
Applying
118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns)
TODO: Find out why we have spawn.v3 and spawn.procmap.v3
Fixed vine trees spawning too close to roads, rails and rivers
Fixed some rock formations not spawning in jungle biome
Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset
118962 did for character spawns)
Added jungle ore populations (needs balancing)
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
Added jungle biome to ore node spawn filter
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers)
Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
Avoid river, lake, swamp, road, rail topology for player spawns
MaterialConfig supports jungle biome
Facepunch.Rust.Analytics.Azure.GetBiome has jungle biome
ClimateOverlay has jungle biome