10,828 Commits over 3,867 Days - 0.12cph!
Removing "Update Game Manifest (Fast)" - use "Update Game Manifest" instead, which isn't all that slow anymore
Reapply
95063 w/ compile fix
Fixed MaterialSetup not working inside monuments (prop / environment volume spawn order issue)
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Converted retro tool cupboard from prefab variant to normal prefab
Fixed StringPool errors on retro tool cupboard
NRE fix when MaterialSetup is missing MaterailConfig (now logs a warning instead)
EnvironmentVolume now draws the gizmo of all selected objects instead of just the last one (it still hides the gizmo if only the parent is selected)
Fixed EnvironmentVolume making manually added mesh colliders readonly / unsaved
Fixed "Snow Effect" material config
Harbor TerrainFilter tweaks in order to find more suitable placements
Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
FishSwarm spawning is load balanced
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
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Merge from tutorial_island_cmd_rate_limit
Added network_group_debug convar (default false)
Merge from demo_packet_ordering_subtract
Subtracting demo packet ordering due to server crash:
- Server Exception: Network Cycle
- ProtocolBufferException: Got larger VarInt than 32bit unsigned
Mereg from tutorial_island_valid_bounds
ValidBounds fix on large maps
Merge from tutorial_island_valid_bounds
Tutorial island exist beyond ValidBounds
MaterialSetup includes inactive children when IncludeChildren is enabled
EnvironmentVolume overrides for BiomeBisuals and MaterialConfig
MaterialConfig can now specify shader toggles (only supported for some)
MaterialSetup has includeChildren flag to apply to all child renderer components instead of just the renderer on the same game object
Fixed nightlight variables all being 0 on server startup
Fixed SaveRestore.ClearMapEntities not setting IsDestroyed on entities that haven't spawned, causing issues downstream and bypassing my previous static elevator fix
Fixed ElevatorStatic trying to update its floor positions too early when loaded from save
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Compile fix (removing unused "using")