143,194 Commits over 4,383 Days - 1.36cph!
merge from hbhf_power_fix
merge from automated_testing
Wait for Application.isLoading to be false before starting test on cold boot and batch mode
SendNetworkUpdate early returns when Rust.Application.isLoading is true
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
merge from gamephysics_schedule_improvements
- Revert MitigateSphereCapsuleCommands
- Remove JobsSkipLocalQueue convar (shouldn't need it)
- gamephysics/antihack consistency tests pass
main -> binoculars_ui_refresh
merge from mortar_prototype
Fix occlusion popping on mortar, add condition loss on shot
Merge from workbench_upgrades
Fix defensive upgrade description.
- ExecuteOverlapSphereCommands uses a NativeArray for commands (again)
- Use dependsOn jobhandle as a dependency for validateJob when in debug mode
Industrial Storage - corpse meshes, gibs tweak
set skin id on crypt building skin to
10472 which is the same as the steam pack id
merge from storepage_crypt
Fixed crypt store page building tier icon
vanity cabinets a/b/c/d lods and prefab setup
collisions
workbench upgrades can no longer be crafted for researched
merge from mortar_prototype
merge from crypt_building_skin - store icon and square images for steam on sitem
square images for crypt bulding skin steam item
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merge from deepsea_loot_balance
Added simulate button to LootFill component
Nerfed deep sea PT boat loot
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merge from Quickfire_FloatingCityVendor