Alpha v1.0.0

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All Rust commits from Facepunch

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Felix13/10/202518:07:09
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Ian Henderson13/10/202517:59:12
rust_reboot/main/naval_update/pt_boat_2 (#133998)

naval_update -> pt_boat_2

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octo13/10/202517:52:18
rust_reboot/▅▋█▆/█▌▅▌█_▄▄▉▍▋▋ (#▋▋▇▆▇▌)

▇▇▍▍▋▅ ▋▌▍▄▉▅▆▌▌_▄▉█▌▅

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Petur13/10/202517:51:59
rust_reboot/main/naval_update/island_scenes (#133995)

Colour consistency fix.

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Petur13/10/202517:51:46
rust_reboot/main/naval_update/island_scenes (#133994)

Tropical4 island.

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Felix13/10/202517:47:05
rust_reboot/main/indirect_instancing (#133993)

- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before

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Ian Henderson13/10/202517:39:28
rust_reboot/main/naval_update (#133992)

Manifest Codegen

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Flavien13/10/202517:26:40
rust_reboot/main/naval_update/deep_sea (#133991)

merge from naval_update

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Flavien13/10/202517:26:18
rust_reboot/main/naval_update (#133990)

merge from deep_sea

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Flavien13/10/202517:21:49
rust_reboot/main/naval_update/deep_sea (#133989)

Added a DeepSea folder for its weather presets

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Flavien13/10/202517:19:04
rust_reboot/main/naval_update/deep_sea (#133988)

Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea

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elliot.h13/10/202517:09:40
rust_reboot/main (#133987)

merge from fix_workshop_error -> main

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Adam W13/10/202516:55:09
rust_reboot/main/naval_update/boat_building/auth2 (#133986)

Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.

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Ian Henderson13/10/202516:53:46
rust_reboot/main (#133985)

unskinned_windmill -> main

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Ian Henderson13/10/202516:52:02
rust_reboot/main/unskinned_windmill (#133984)

Prefab fixes

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Ian Henderson13/10/202516:51:28
rust_reboot/main/naval_update (#133983)

main -> naval_update (BREAKING)

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julek13/10/202516:46:25
rust_reboot/main/rpg_skin (#133982)

setting up rpg skin viewmodel prefab and exported updated rig/anims

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alex.m13/10/202516:44:12
rust_reboot/main/rpg_skin (#133981)

RPG7 - texture update

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Daniel P13/10/202516:42:23
rust_reboot/▄▊▊▉/▆▋▌▅▍▋▄▇▄▍_▍▋▉_▉▍▊ (#▋▇▍▇▇▊)

▋▇▅▋▍: ▅▍▌'▍ ▅▌▇ ▋▇ ▄▄█▉▅ ▌▍▌▇▌▅██▄▌▋▅▆▇▅▇▊▌▍▅▋█ █▆ ▌▄██▆▄▌▌▉▍ ▅▌ ▌▍▆▊▉▊▍▍▆▍ ▊▄▊ ▍▇ ▆████▉ ▊▉▋▊▍▆▄▄ ▌▊ ▆▅▇█▋▉▇▉▄█, █▄ ▌██▌▆'▊ ▊▇▅▉ ▋▇▆█▉▍▉ █▍▍ ▇▇▇▌▇ ▉▊▊ ▅▌▇▍▄'▊ ▊▆▆▄▄▇▇ ▉▉▋█▄▆▆ ▄▇▍▊█ █▊█▅▉▉▋, ▍▍▆▆▅▋ ▆▊▋ ▆▋▉█▊ ▉▌▌▊ █▆▆█▊: ▌▌▋▉ ▉▍▆▅▊ ▉▆██▇▆▉ ▊▋ ▊ █▌ ▊█▅▌▌▌▊ █▅▆█ ▉▇▇██▆▋▊▉▄ - ▄▍▅▅'▅ █▊▅ ▌▉▊ ▍▋▅▇▉▊▊.

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Daniel P13/10/202516:39:38
rust_reboot/▉▅▌▄/▍▅▆▌▋▊▆█▊▅_▄█▋_▆▌▇ (#▇▆▇▉▍█)

▋▋▋▇▄: █▄▌'▊ █▇▌ █▇ ▊▋▊▇ ▅▄▋▇▄▅▍▅▋▋▆▅█▊▉▅▊▉▅▊▋▊▌▍▄ ▊▄▋ ▋▆▌▉▊▊▉▋█▇ ▋▉█▍▊▇▉ ▉ ▍▊▆▆▊ ▄▊▄▉ ▉▅▌ ▇█ ▅▆ ▇▉▍▋ ▉▋▅▋▊▇▌▉▅▌ ▍▉▇▉▊▇██▉▋ ▍▊▅▄▉▊▄ ▇█▅▉▅ ▇▌ ▄▆█▉▊▇▆▄▌▊ (▉▊ █▋▋ ▋▌ ▌▄▆▋▍ ▊▅▅▄ ▆▉ ▅▄▆▌▆▉██▍). ▍▌▆ ▉▍ ▋█ █▍▅▆▉▊ ▇▋▄▅▄▅ ▉▇▇▉▄▊▌▋▇▋ █▍ ▇▇▌▌▍▋▊▌▅▆, ▋▆ ▌▄▄ █▊▉▋▄ █▆▌▉▊▆ ▆▌▄▍. ▄▋▉▆▌: ▅▌█▋ ▇█▅▄▇ ▊▄▋▍▊█▅ ▌▍ ▇█▅▉▆▆▊ ▉▋▌▅ ▅▍▊▉ ▅▍▉▅ ▋█▉▇▅ - ▉▍ ▉▉▆▆▉▌▆▋▆▌ ▋▊▊▅▄. ▌▋▆ ▍▅▊█▅▋▊▌ ▄▄▉▋ ▅▍▍▆▋▅▆█▇ ▆▍▅█ ▋█▇▍▍▊▉▌▄ ▆█ ▇▄▇▉▉▋▌▅▆█ ▋▌▊ ▇█▍ ▊▆ ▍▊▆█▍█▇ ▇▌▄█▍ ▍▄▋▉▍▊ - ▋▋▌▊ █▌▍ ▄▍▊▊ ▊▉ ▋ ▍▉▄

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Ian Henderson13/10/202516:26:44
rust_reboot/main (#133978)

unskinned_windmill -> main

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Ian Henderson13/10/202516:25:37
rust_reboot/main/unskinned_windmill (#133977)

Fixed more rotational weirdness

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hannah.watts13/10/202516:20:24
rust_reboot/main/naval_update/floating_cities (#133976)

Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.

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elliot.h13/10/202516:18:40
rust_reboot/main/fix_workshop_error (#133975)

Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error

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Grigler13/10/202516:18:34
rust_reboot/main/naval_update/deep_sea/shore_vectors/floating_city_support (#133974)

gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius

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Ian Henderson13/10/202515:52:12
rust_reboot/main/unskinned_windmill (#133973)

Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4

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Grigler13/10/202515:49:45
rust_reboot/main/naval_update/deep_sea/shore_vectors/floating_city_support (#133972)

allow shorevector-only bake, handle in blitting

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Adam W13/10/202515:15:49
rust_reboot/main/naval_update/boat_building/auth2 (#133971)

Enable priv flag on PlayerBoat

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Grigler13/10/202515:15:47
rust_reboot/main/naval_update/deep_sea (#133970)

merge from shore_vectors

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Grigler13/10/202515:15:30
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hannah.watts13/10/202515:07:02
rust_reboot/main/naval_update/floating_cities (#133968)

Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.

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Grigler13/10/202515:06:40
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133967)

adjusted default deep sea height slope data to match expected minimum for deep sea (-64)

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Grigler13/10/202515:06:14
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133966)

better shore distance blending between islands

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octo13/10/202515:01:58
rust_reboot/main/naval_update (#133965)

Draw general editor prefs in Rust Editor

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Adam W13/10/202514:56:34
rust_reboot/main/naval_update/boat_building/auth2 (#133964)

Setup steering wheel prefab with usable secondary colliders for auth interaction. Apply serialized client boat SetDimensions

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Lewis T13/10/202514:48:52
rust_reboot/main/Weapon_Refresh_Flare (#133963)

Flare LOD0

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pedro.a13/10/202514:45:57
rust_reboot/main/naval_update/small_engine (#133962)

Texture tweaks to small engine

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hannah.watts13/10/202514:44:27
rust_reboot/main/naval_update/floating_cities (#133961)

Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.

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Daniel P13/10/202514:34:11
rust_reboot/main/baseplayer_vis_nre (#133960)

Optim: cache spectated target Turns out it's quieried very frequenly Tests: 2p session on craggy with disconnects

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octo13/10/202514:33:31
rust_reboot/main/naval_update (#133959)

merge disable_deepsea_pref

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octo13/10/202514:31:02
rust_reboot/main/naval_update/disable_deepsea_pref (#133958)

Add "DisableDeepSea" pref to editor prefs

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Ian Henderson13/10/202514:28:47
rust_reboot/main/unskinned_windmill (#133957)

main -> unskinned_windmill

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Alfie Birch13/10/202514:27:18
rust_reboot/main/weapon_refresh_flashlight (#133956)

Setup Flashlight Remake Folders Added Flashlight Remake Viewmodel and Textures Setup Flashlight Remake Materials

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Flavien13/10/202514:24:39
rust_reboot/main/naval_update/deep_sea (#133955)

Fixed NRE when trying to dismount scientist from killed rhibs Fixed corpses spawning from killed scientists by the deep sea wipe

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Adam W13/10/202513:56:51
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Flavien13/10/202513:32:25
rust_reboot/main/naval_update/deep_sea (#133952)

Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor

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Luke13/10/202513:27:01
rust_reboot/main/naval_update (#133950)

Applied correct materials to both the boat building platform and station.

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Adam W13/10/202513:25:05
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Daniel P13/10/202513:23:04
rust_reboot/main/baseplayer_vis_nre (#133948)

Update: first version of spectate that doesn't require parenting to target player Doing this to avoid weird bugs with nested players in other systems. Tests: 2p session on craggy with spectating. Toggled camera modes and toggled invis. tried spectating after server occlusion culled other player. Noticed that nutrition, comfort info didn't replicate, map compas reacted to spectator's input - will fix those next

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