Alpha v1.0.0

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All Rust commits from Facepunch

1408 total commits for branch:
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Jarryd Campi15/01/202600:26:32
rust_reboot/main/naval_update (#140877)

Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client

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Jarryd Campi15/01/202600:22:48
rust_reboot/main/naval_update (#140876)

Convert steering wheel to MeshLOD

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Adam W14/01/202619:54:41
rust_reboot/main/naval_update (#140867)

Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.

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cipeaX14/01/202619:42:00
rust_reboot/main/naval_update (#140862)

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

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cipeaX14/01/202619:38:49
rust_reboot/main/naval_update (#140861)

Clear deep sea shore vector data server side when the deep sea closes

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cipeaX14/01/202619:36:42
rust_reboot/main/naval_update (#140858)

Apply the previous fix to the floating cities as well

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cipeaX14/01/202617:36:10
rust_reboot/main/naval_update (#140849)

Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)

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Adam W14/01/202615:48:12
rust_reboot/main/naval_update (#140836)

Merge from deploy_edit_menu_option

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Maverick14/01/202613:27:46
rust_reboot/main/naval_update (#140832)

Add more navmesh blocking volumes to oilrigs

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Maverick14/01/202613:27:20
rust_reboot/main/naval_update (#140831)

Fix scientists dying spontaneously when patrolling

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Maverick14/01/202612:39:37
rust_reboot/main/naval_update (#140826)

Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode

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Maverick14/01/202612:31:24
rust_reboot/main/naval_update (#140823)

Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress

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Jarryd Campi14/01/202603:46:08
rust_reboot/main/naval_update (#140792)

Switch back to the mainland view on the map screen if it closes while open

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Jarryd Campi14/01/202602:41:41
rust_reboot/main/naval_update (#140786)

Fixed ghost ship map markers rotation and scale

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Jarryd Campi14/01/202600:25:23
rust_reboot/main/naval_update (#140769)

Death screen now switches back to the mainland if the deep sea closes for any reason

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Jarryd Campi14/01/202600:10:25
rust_reboot/main/naval_update (#140768)

Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area

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Jarryd Campi14/01/202600:09:22
rust_reboot/main/naval_update (#140767)

Merge from main

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Maverick13/01/202615:00:20
rust_reboot/main/naval_update (#140742)

Fix npcZone OOB translation being wrong when parented to a ghostship

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Maverick13/01/202614:48:38
rust_reboot/main/naval_update (#140741)

Add hack to not check if underwater if parented to a ghostship

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Maverick13/01/202614:35:39
rust_reboot/main/naval_update (#140739)

Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary

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Maverick13/01/202614:32:27
rust_reboot/main/naval_update (#140738)

- 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

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Maverick13/01/202613:00:33
rust_reboot/main/naval_update (#140729)

Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)

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Maverick13/01/202612:49:43
rust_reboot/main/naval_update (#140728)

Add npc zones to ghost ships, fixes scientists not rushing or flanking well

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Maverick13/01/202612:26:44
rust_reboot/main/naval_update (#140727)

-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

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Adam W13/01/202611:52:05
rust_reboot/main/naval_update (#140726)

Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.

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Maverick13/01/202611:48:08
rust_reboot/main/naval_update (#140725)

Fix potential "Look rotation viewing vector is zero" error

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Maverick13/01/202611:35:52
rust_reboot/main/naval_update (#140724)

Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks

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Adam W13/01/202610:48:03
rust_reboot/main/naval_update (#140719)

Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls

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Adam W13/01/202609:35:35
rust_reboot/main/naval_update (#140714)

Change steering wheel lock sound

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Brian13/01/202605:16:41
rust_reboot/main/naval_update (#140709)

add deep sea version for environment volume properties ocean overrides

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Brian13/01/202602:22:23
rust_reboot/main/naval_update (#140699)

underwater fog lerping respects reflection.forceupdate

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Jarryd Campi13/01/202600:06:08
rust_reboot/main/naval_update (#140696)

Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities

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Jarryd Campi12/01/202623:44:01
rust_reboot/main/naval_update (#140694)

Don't allow deployable corpses on boat hulls while in edit mode

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Jarryd Campi12/01/202623:31:38
rust_reboot/main/naval_update (#140693)

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

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Maverick12/01/202618:20:41
rust_reboot/main/naval_update (#140679)

Try setting ruin door to world layer to fix navmesh bug

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Ian Henderson12/01/202616:42:05
rust_reboot/main/naval_update (#140669)

main -> naval_update

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cipeaX12/01/202616:07:30
rust_reboot/main/naval_update (#140665)

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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cipeaX12/01/202615:16:15
rust_reboot/█▅▍▊▄▆▍▍▊▉▄▋▄▆▌█▊ (#▄▇▉▄▉▄)

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Maverick12/01/202615:07:05
rust_reboot/main/naval_update (#140657)

Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths

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cipeaX12/01/202615:04:12
rust_reboot/main/naval_update (#140656)

merge from SmallRamp_Deploy

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Adam W12/01/202614:20:21
rust_reboot/main/naval_update (#140655)

Anchor load fix

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Vincent12/01/202609:31:45
rust_reboot/main/naval_update (#140637)

ghostships - fixed some zfighting with wood planks

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cipeaX12/01/202609:26:09
rust_reboot/main/naval_update (#140636)

merge from main

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Jarryd Campi12/01/202603:37:49
rust_reboot/main/naval_update (#140631)

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

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Jarryd Campi12/01/202600:25:54
rust_reboot/main/naval_update (#140629)

Merge from main

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Petur11/01/202621:00:02
rust_reboot/main/naval_update (#140625)

Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)

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Petur09/01/202620:48:00
rust_reboot/main/naval_update (#140617)

Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.

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Petur09/01/202620:21:42
rust_reboot/main/naval_update (#140616)

Fixed puddle splat issue.

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Petur09/01/202620:09:41
rust_reboot/main/naval_update (#140615)

Fixed autospawn issues on island 1.

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Maverick09/01/202619:55:49
rust_reboot/main/naval_update (#140614)

Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs

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Rust Utility Hub - Commits - main/naval_update