131,382 Commits over 4,232 Days - 1.29cph!
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fixed undo buffer storing in the wrong order when clearing
fixed server leaking marching cubes data
undo/redo working, also fixed some tooltips
redesigned commands panel
hackweek arcade placeholder sketch livery on blockout updates
Fixed initial door states after load by finalising the transform on StopMotion()
Fixed the alignment and size of all the tropical island map markers
Remove IBatchingToggle from InstancedLODComponent
Fix electric windmill animation
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
.meta files after generating manifest
Prefabs after generating manifest
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
Cherrypick CS
136988 (material & SceneTemplateSettings.json)
Cherrypick CS
136987 (stop generating lighting)
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
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hero_title_change -> main
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Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
Material & SceneTemplateSettings.json keep getting generated
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
Fix async pool refill not tracking refilled count
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
Restored drag and dropped items spawning in the overlay canvas
Restored blur when F1 menu is open
Swapped 'view in store' to 'view'
better shutters animation
Adding jenkins step to rename the pipeline for better visibility.
Server admin tab layout changes to match the design
Re-add model scale to prop_dynamic in Hammer
It works visually.
Minor cleanups
Prevent entity precaches from calling OnEntityCreated/Removed
Enable Episode 2 flinching behaviors for npc_zombie
* Also fixes its blood color being YELLOW instead of ZOMBIE
Fixed crashes when a font character is too wide
Replace FLT_EPSILON with 1.0e-10f to match `main` (VectorNormalize)
Fixed crashes when a font character is too wide
Added special spawn point options per skinnable
hackweek curtain files and setup