10,828 Commits over 3,867 Days - 0.12cph!
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Force ocean fallback on metal (fixes occasional pink ocean in editor)
BaseVehicle and HotAirBalloon GetAngularVelocityServer fix
Force universal binary on mac
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Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
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Fixed DudTimedExplosive briefly switching to world origin positon + network group when becoming dud
Fixed NRE edge case when TransformUtil.GetGroundInfo hit the ocean
Fixed broken river shader when water reflections were set to 0
Can no longer deploy deluxe christmas lights on doors (since they don't move with the door)
Disabling graphics jobs on Mac again (seeing the crash on M2 even though testing on M1 and x86 seemed to indicate the issue was fixed)
Subtracting the subtract of
84325 (merge conflicts)
Fixed moonpool prevent building volumes now being too small
Fixed LightColor, SunRayColor and MoonRayColor ocean overrides not applying (shader-improvements regression)
Fixed underwater lab moonpool prevent build volumes reaching out of water
Skip dead vehicles in vehicle auth check (so anyone can pick up deployables from them)
Fixed sleeping bag deploy check being too strict on the tugboat
Force lighthouse to be at least 100 meters away from other monuments
Fixed water pump placement issues (stating water too shallow when it wasn't)
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Fixed WaterSystem.Trace NRE on maps that don't have a water system
FallbackWater material tweaks
Vehicle auth system baseline
Underwater / water surface explosion effect improvements
Underwater explosion effects for C4, satchel charge, F1 grenade and beancan grenade
Water explosion effects for all rocket types