10,828 Commits over 3,867 Days - 0.12cph!
Merge from main/HAB Door gib fix
Merge from main/texel-density-fix
Merge from main/wall_debris_fix
Merge from main/siren_light_fixes
Merge from main/mini_push_fix
Merge from main/attackheli_turret_parent_fix
Merge from main/incendiary_fall_fix
Merge from main/detailed_vehicle_dismount_times
Merge from main/conveyor_locker_clothing_fix
Merge from main/ExtraDismountCheck
Merge from main/underwater_labs_floor_fix
Merge from main/global_networked_bases
Merge from main/map_markerlist_fix
Merge from main/ghost_sheet_fixes
Merge from main/reflective-material-type-fix
Merge from Attack Helicopter/kill_attribution
Added PathFinder.PushPointsAdditional and PathFinder.BlockedPointsAdditional
Better handling of multiple connection points close to each other when generating rail layout
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
Increased the minimum distance between underground rail entrances
Trainyard spawn improvements
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
Try to place 2 underground rail entrances
Slightly better selection of underground rail entrance placement positions
PathFinder uses better heuristic with and without diagonals
Fixed fishing village placement performance issue
Added ProceduralMapRailSimple
Facepunch.Steamworks rebuild
Linux server build steam_appid.txt part 2
Linux server build steam_appid.txt
When both --instanced-rendering and --normal-rendering are set, keep instanced rendering on (this allows us to enable it for testing while it's disabled globally through Steam)
2021.3.29f1 cherry picks (likely a good idea to delete this before merging from experimental the next time)
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Server experimental-release upload files
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ProceduralMapRail changes for testing
Fixed CLIENT / SERVER compile issues in BaseProjectile and LockOnLauncher
Removing unused using from SeekingServerProjectile