Alpha v1.0.0

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All Rust commits from Facepunch

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Flavien13/10/202519:28:13
rust_reboot/main/naval_update/deep_sea (#134004)

merge from naval_update

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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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Flavien13/10/202517:21:49
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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Grigler13/10/202515:15:47
rust_reboot/main/naval_update/deep_sea (#133970)

merge from shore_vectors

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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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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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Flavien13/10/202512:16:16
rust_reboot/main/naval_update/deep_sea (#133934)

Disable fog in the deep sea, until we fix it

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Grigler13/10/202511:39:30
rust_reboot/main/naval_update/deep_sea (#133930)

merge from shore_vectors

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Flavien13/10/202510:18:19
rust_reboot/main/naval_update/deep_sea (#133915)

Fixed deepsea wipe NRE, kill scientists first before killing the rhibs

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Flavien13/10/202509:47:34
rust_reboot/main/naval_update/deep_sea (#133909)

merge from naval_update

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Daniel P09/10/202514:19:46
rust_reboot/main/naval_update/deep_sea (#133634)

Update: skip server occlusion culling for players in the deep sea It'll still have some overhead for the server occlusion processing, but that'll be improved separately Tests: 2p session on craggy - tested occlusion with both on Craggy, one on Craggy and one in deep sea, and both in deep sea

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Flavien09/10/202511:45:53
rust_reboot/main/naval_update/deep_sea (#133608)

Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added

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Flavien09/10/202511:35:16
rust_reboot/main/naval_update/deep_sea (#133607)

Replaced the deep sea massive prevent building volume for a simple bound check Allow building in your boat while in the deep sea Added deepsea.block_building convar

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Flavien09/10/202510:59:14
rust_reboot/main/naval_update/deep_sea (#133600)

Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction

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Flavien09/10/202509:45:07
rust_reboot/main/naval_update/deep_sea (#133585)

Add a delay before invoking the deep sea server tick after a server restart

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Flavien08/10/202519:59:25
rust_reboot/main/naval_update/deep_sea (#133519)

merge from naval_update

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Flavien08/10/202518:07:05
rust_reboot/main/naval_update/deep_sea (#133508)

ValidBounds checks cleanup

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Flavien08/10/202517:53:58
rust_reboot/main/naval_update/deep_sea (#133506)

Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks

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Flavien08/10/202510:55:41
rust_reboot/main/naval_update/deep_sea (#133416)

Fixed entrance portal buoys spawning out of valid bounds

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Flavien08/10/202510:11:50
rust_reboot/main/naval_update/deep_sea (#133401)

Fixed deep sea exit portal not working

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Flavien08/10/202509:44:12
rust_reboot/main/naval_update/deep_sea (#133397)

Removed the random GiveUp text ddraw randomly telling me to give up in editor

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Flavien08/10/202509:36:02
rust_reboot/main/naval_update/deep_sea (#133396)

Fixed IsInsideInnerBounds returning false when in the deep sea

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Flavien08/10/202508:52:25
rust_reboot/main/naval_update/deep_sea (#133393)

merge from naval_update

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Jake_Rich07/10/202518:51:19
rust_reboot/main/naval_update/deep_sea (#133340)

merge from naval_update -> deep_sea

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Flavien07/10/202517:52:33
rust_reboot/main/naval_update/deep_sea (#133332)

Fixed deep sea marker not extending to the end of the screen

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Petur04/10/202505:21:43
rust_reboot/main/naval_update/deep_sea (#133098)

Screen shake & volume stuff.

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Petur04/10/202505:03:47
rust_reboot/main/naval_update/deep_sea (#133097)

Cannon attack

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Flavien03/10/202519:45:33
rust_reboot/main/naval_update/deep_sea (#133082)

Tropical2 terrain set to the terrain layer

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Flavien03/10/202519:45:16
rust_reboot/main/naval_update/deep_sea (#133081)

Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds

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Petur03/10/202519:43:09
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Flavien03/10/202514:10:44
rust_reboot/main/naval_update/deep_sea (#133037)

Tropical1 tree fixes

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Flavien03/10/202513:40:41
rust_reboot/main/naval_update/deep_sea (#133019)

Tropical2 prefab setup

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Flavien03/10/202513:25:46
rust_reboot/main/naval_update/deep_sea (#133014)

Added a tooltip on the deep sea map marker

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Flavien03/10/202512:21:44
rust_reboot/main/naval_update/deep_sea (#132989)

Disabled pooling on ghostship for now

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Flavien03/10/202512:20:51
rust_reboot/main/naval_update/deep_sea (#132988)

Fixed NRE when wiping the deep sea

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Flavien03/10/202510:13:29
rust_reboot/main/naval_update/deep_sea (#132956)

DeepSeaIsland set its trees to the deep sea global network group

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Flavien03/10/202510:04:44
rust_reboot/main/naval_update/deep_sea (#132955)

merge from naval_update/island_scenes

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Flavien03/10/202508:23:14
rust_reboot/main/naval_update/deep_sea (#132940)

Scaled the deep sea marker, so it fits when the portal spawns south

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Flavien03/10/202507:56:58
rust_reboot/main/naval_update/deep_sea (#132934)

merge from naval_update

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Petur03/10/202506:56:01
rust_reboot/main/naval_update/deep_sea (#132931)

Prefab with WIP FX.

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Petur03/10/202506:29:21
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Petur03/10/202505:07:44
rust_reboot/main/naval_update/deep_sea (#132929)

Ship cannon WIP.

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Petur03/10/202503:52:41
rust_reboot/main/naval_update/deep_sea (#132928)

FX Progress Cannon AO not sRGB space.

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Flavien01/10/202521:34:53
rust_reboot/main/naval_update/deep_sea (#132811)

Re-applied 132706 after merge

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Flavien01/10/202521:31:12
rust_reboot/main/naval_update/deep_sea (#132810)

merge from naval_update

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Flavien01/10/202521:27:58
rust_reboot/main/naval_update/deep_sea (#132809)

Deep sea generation tweaks and improvements

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Flavien30/09/202520:32:18
rust_reboot/main/naval_update/deep_sea (#132685)

When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared

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Flavien30/09/202518:57:34
rust_reboot/main/naval_update/deep_sea (#132680)

Fixed deep sea portal map marker position Make sure it doesnt dupe itself

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Flavien30/09/202517:04:08
rust_reboot/main/naval_update/deep_sea (#132667)

Added floating city 2 in the deep sea

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Rust Utility Hub - Commits - main/naval_update/deep_sea