160,945 Commits over 4,566 Days - 1.47cph!
Fix turn in place not respecting parent yaw
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merge from demo_audio_export
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Merge `Rust.Editor` class into `EditorUtils` because it conflicts with `Rust.Editor` namespace and Unity 6.7's serialisation code gen didn't like that.
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Scrap King Ramps - Fixed UVs for both ramps LODs and Gibs
Use Unity APIs for assembly loading
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Various fixes & iterations
exported updated seagull takeoff and land anims
Quick craft focusable/usable in dpad navigation mode
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decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
Gamepad UI useDragThreshold fix
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
Don't try to detect generated meshes in indirect instancing because negative EntityIds aren't a thing anymore
medium underground train station update
Replace deprecated BinaryFormatter with BinaryReader/Writer in WhatUsesThis
Horse canter control tweaks
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots
gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics)
+ minor performance improvement for audio tracking birds
Modified procgen world setup to move `Caves` above `Power Line Layout` to prevent floating powerlines over caves. Cave terrain blend was lowering terrain under already placed powerlines.
This was previously fixed in cs
82195 but later stomped in cs
84963
Remove conflicting (and no longer needed) `FormerlySerializedAs` attribute
Merge from rust_reboot/main/lighthouse_deep_sea/
Use new Unity APIs for GetAssemblies()
Migrate to EntityIDs properly 6.7-style (⁶🤷⁷)
Add more serialisation attributes for Unity 6.7
Handle 64-bit entity IDs in terrain editor
Replace deprecated `AdvancedDropdownItem.children` with `.childList`
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
Replace DEVELOPMENT_BUILD → UNITY_ENABLE_CHECKS in iteration profiler.
FX PostIK tweak to facilitate very brief flashes.
FX improvements and fixes.
Replace renamed enum in TerrainTextureExporter
Fixed UI_Store formatting
cache transforms alongside flock registry to save extra time
add read/write to flock particle models
Hack 6.7 compatibility into Hot Reload (and leave comments about it)
1st pass of erosion improvements
- fixed various issues with erosion implementation and retuned to give better but similar results to previous
- new erosion splat map implementation based on soil removal, tuned per-biome
Use newer LoadFromBytes API for Harmony
merge from store_notif_fix
switch StartleFlocks away from Query.Server, use registry list since populations are low
Debug convar to reset the NEW notif