All Rust commits from Facepunch
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Apply the previous fix to the floating cities as well
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Merge from deploy_edit_menu_option
Add more navmesh blocking volumes to oilrigs
Fix scientists dying spontaneously when patrolling
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Merge from main
Fix npcZone OOB translation being wrong when parented to a ghostship
Add hack to not check if underwater if parented to a ghostship
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
Fix potential "Look rotation viewing vector is zero" error
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
Change steering wheel lock sound

add deep sea version for environment volume properties ocean overrides

underwater fog lerping respects reflection.forceupdate
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Try setting ruin door to world layer to fix navmesh bug
main -> naval_update
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
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Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
merge from SmallRamp_Deploy
Anchor load fix

ghostships - fixed some zfighting with wood planks
merge from main
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
Merge from main
Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
Fixed puddle splat issue.
Fixed autospawn issues on island 1.
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs