35,437 Commits over 4,324 Days - 0.34cph!
Merge from kapok_branch_col_optim
merge from hackweek_more_tests
Fix a VendingMachine.GetItemsToSell NRE that could trigger when the deep sea wipes
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merge from scientist_spawners_convar_fix
merge from bbq_uv_fix (made bbq skinnable)
scientist_boat_ai_driverkill_fix -> main
merge from swedishlanguage_fix
Fix a WaterCatcher.IsFull NRE that could trigger when the deep sea wipes
merge from demobrowser_command_fix
inventory_commands_streamermode
merge from supplydrop_boat_fix
merge from scientist_rock_fix
catapult_bee_worldmodel -> main
syncvar_improvements_3 -> main
Merge: from hackweek_pool_analyzer
- New: static code analyzer for invalid use of Pool.Free and related methods
- Bugfix: a bunch of fixes for detected pooling problems, about 40 cases
Tests: internal unit tests, compile simulator in editor, built C & S standalones (last week tho)
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now
Fixed client/server serialized field mismatch in HeldEntity
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
Merge from redirect_tests
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
Cherrypick
139401 "Space LR despawn timer set, Neonsign TR crafting pass"
Apply xmas tree change from
139653
These were left over changes from naval_backport
Added Sail.MaxThrustMultiplier and SmallEngine.MaxThrustMultiplier replicated vars.
Refactored sail and engine thrust variables/functions to include them.
Merge from vine_rotation_error_fix
Merge from scientist2_trophy_fix
Remove collision and push force from divesite buoys
Merge from demo_improvements_feb_2026
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merge from wantedposters_canvas_fix
merge from prefab_preprocess_fix
merge nre_fix back to main
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update server to 635cbaf/2022.3.41x1
- potential 64k collider limit crash fix, client will still spew old limit warning/error though
Merge: from save_leak_fix
- Bugfix for items leaking during save - items would be incorrectly marked as persistent when owned by transient entities
Tests: 5 save-load cycles on 2.5k procgen in editor. still leaked ~10 entities per save, but couldn't find them
server update version to 021f737/2022.3.41x1
- any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
server unity version to a1f6e5b/2022.3.41x1
- enabling proper multithreading for PhysX trigger contact processing
Merge from 3p planner animation update
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