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merge from io_research_table
Fixed Rpg not showing its world model
Ensure TripminePlaced GameObject.Destroy() is called at the end of explosion methods
merge from hackweek_automatedtesting
Fixed testrunner.gettestlist command not working in builds
testrunner.isbusy now returns a proper json
Some minor optimisation to Tree addition spawning
Increase trace radius for Crowbar so it's more forgiving with hits - if this doesn't help as much, we can do it with increasingly larger traces, so we can still hit objects through small gaps
Tweak muzzle flash, tracer (less headache inducing)
Icon setup
Deployment progress
Datacore: Add intro cameras
Tentative fix for Ben showing up when you join
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merge from playerlights_culling_fix
Fixed AmbientLightLOD fading on and off when near culling distance
Prevent redundant fade invokes
Added a small buffer to prevent rapid toggling when the light is near its culling distance
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- Proper deployed beehive guide mesh
- Proper deployed beehive item icon
- Setup proper despawn rarities
- Remove from loot tables
Set ceiling light AmbientLightLOD as dynamic
Make sure the light parent gameobjects are disabled by default so they're not added and instantly removed to the lod grid
mini crossbow sight alignment fix
CreateLobby async returns active lobby
Made the train tunnels environment volume type also block out sunlight. Also moved the indirect lighting shader and flags to their own IndirectLighting folder
base palceholder techtree
Add bool Editor.WheelEvent.Accepted
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
merge from train_prevent_building
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Fixed heater lights always on following the recent optims
Hook up egg world model and item