160,797 Commits over 4,566 Days - 1.47cph!
Cherry Picked
169677 to fix an issue with contact shadows
Merge from render_pipeline_testing
merge from loadoutsui_delete_fix
Fixed loadouts UI deleting popup being uninteractible
Fix nightvision goggle sound restarting when gesturing
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Fix mortar ammo indicator not updating
Use monster meshes for BRG
Change mac build to arm64-only
other swarm fixes
- crab and jellyfish jobs fixes
- crabs random colour tints are stronger, rare blue far more noticeable
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
add seagull groups to livestock scene
merge from lighthouse_deep_sea
Deep sea opening by any route now lights all lighthouses correctly (if not already)
more bird fixes
- seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle)
- fix groups being stuck in the landing state
- increased bounds size, and even bigger when flying, to keep birds in hitreg range
- switched to one ground cast per group instead of every bird doing it
- added exclusion layers to server collider
Explicitly set serialisation attributes everywhere: NonSerialized, Serializable, SerializeField, FormerlySerializedAs
Unity 6.7 added a few more warnings about serialisation attributes, probably to avoid unintended behavior with CoreCLR. This change adds explicit attributes everywhere while retaining the existing behavior.
Raise the lighthouse particle/beam back to previous height
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
feedback fixes for the jobs (ty Graham)
Named the render graph's command buffer after the camera they're currently rendering so we know which camera is causing issues when there are error or warning logs
Fixed collider in beacon repairable to not block ladder. Ran S2P.
exported updated 3p uzi anims
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings
Regression from
169567
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Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
Added the Uzi into the scene and adjusted rotation
merge from more_lod_optims
custom spine offset added
set objects to world layer
Fixed the draw order for transparent objects drawn via the view model camera
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Gamepad icon for the gamepad section in the settings
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
Shears deploy animation update
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Fix ice sculpture shader error
merge from bird_critters 🐦⬛
merge from save290 - Staging wipe!