All Rust commits from Facepunch
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
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Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.

Apartment complex b progress
Update: shifting job dependency downstream Tests: none, trivial change
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
no more LINQ, added TimeWarnings
Baseline, added RidableHorse2 prefab and skeleton
Buildfix: type missmatch Tests: editor compiles
updating component box performance pass
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
Update: add ScatterValueToJob utility job Tests: none
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
Remove unused phrases
Fix a bunch of missing tags on the map creator
merge from main
Changed world.drawbounds to only send ddraw to the player running the command
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Buildfix: fix up missed renames Tests: unity compiles
Remove exit time between reload -> reloaded state in cannon barrel
Prevent tutorial islands from destroying deep sea portals when closing 🙃
exported updated helicopter reardoor idle anim
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
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update from main
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
exported horse animations and rig
Stop high speed dismounting throwing you from your player made boat
merge from main
resolve conflicts
merge from main
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.