10,554 Commits over 4,324 Days - 0.10cph!
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
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ProceduralMapRail changes for testing
Fixed CLIENT / SERVER compile issues in BaseProjectile and LockOnLauncher
Removing unused using from SeekingServerProjectile
2021 server NavMeshAgent tests
Can deploy weapon racks and clan table on tugboat
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Potential fix for RelationshipManager.UpdateReputations performance issue
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Merge from global_networked_bases
Removing unused MeshAllocator instance in VirtualMeshScheduler
Use the correct CellAllocator instance when computebuffer_setdata_immediate is false