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External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Wider terrain blend map for swamp_b
Revert "Remove GetAllComponents( Type type )"
This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f.
Implement GetAllComponents( Type type )
S2P stables_b to fix missing HLOD on monument scene version
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Log files use the process name
Remove GetAllComponents( Type type )
Experiment: Does the boxing to object make any difference here
Merge: from main
Tests: built all modes in editor
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Fix hotload struct array block copy
Texture changes, redid the leather because I wasn't happy with it.
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
merge from world_update_2
updated manifest (dpv was lost in the merge)
Update TargetFramework to net9.0
Fix changed MemoryMarshal.Write
HotloadDll checks for net9.0
Replace FormatterServices.GetUninitializedObject with RuntimeHelpers.GetUninitializedObject
Package updates
Use ReadExactly instead of Read
Fix MemoryMarshal.Write usage
Comment out obsolete for now
Disable PatchAMSI
Update compiler embedded refs
Update embedded System.Runtime.Versioning.TargetFramework version
processor ignore net9 folder too
Whitelist System.Runtime.CompilerServices.NullableAttribute
Whitelist NullableContextAttribute
Whitelist RefSafetyRulesAttribute
Fix wolves that are stuck spamming pathfinding and traces
AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
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ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
Merge from world_update_2
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside
It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small
Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
Leaderboard backup, run #
14140
Fixed floating bottle in water_well_d
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
Merge from world_update_2
radioactive_water -> Aux2
Fixed radiation triggers returning minimal/no rads
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
Fixed floating IO wires in Radtown
Fixed floating stack of license plates in Radtown
S2P
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used
Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants
Removed a useless GetComponent in FixedUpdate
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Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check"
This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c.
Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes"
This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
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Fix wolves not properly following players carrying fire