All Rust commits from Facepunch
deep sea signal computer flare launch sound and transmit sound tweaks
Show debug info about current LOD quality level and whether the LOD component is considered small

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merge from main
Merge from main
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)

add CommandBufferManager.OnPreCommandBuffer hook

Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.


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Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
Setup correct content bundles for animations
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
extremely important cannonball ammo icon shadow fix
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes

Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Fixed LOD distance issues on docks B and C
naming fix
updates on kiosk D blockout
Fixed missing aerial collider.
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Fixed collider issues on signal computer
merge from main
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apartments greybox progress
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Adding burst cloth to horse mask
WIP blockout for rentable shop kiosk variant D

allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
Updated video, added shutter frame media
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
updated 3p shield anims exported
merge from main
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- Setup leg animator for the new player rig - FInd and assign new masks