158,305 Commits over 4,566 Days - 1.44cph!

Merge from prisonerhood_audio_muffle
Merge from main
Merge from white_beegrenade_fix
Delete the disabled mesh renderer component on VM Jar Bees. Can't find any usages of it
PredictedThrowGhost no longer enables renderer components which are saved as disabled on the prefab of the poolable grenade Fixes bee grenade appearing as white with throw prediction enabled
Today
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Sprint toggle works when stationary
Today
Add experimental tracks for emotions in demoui2
Today
Merge from split_axis
Today
Run toggle persists between movement sprints
Restore changes from 166730
Today
Prevent cows from picking destinations where they will clip with each other
Today
merge from quickcraft_optims
Today
Partial fix for cows not eating properly at trough or grass in a pen, full fix is a bit riskier and for next patch potentially
Today
Optimized prefab lookups by path, we now cache exact spelling hits. Makes each FindPrefab ~7x faster on repeat calls (was around 6us per call in builds, up to 0.5ms in frames that spawn a lot when entering network range of a base) We could make prefab paths case sensitive instead, but I'm not gonna change the million callers and that could break plugins
Today
Merge from rrp_ore_marker_fix
Today
Fix NaN in vertex lighting causing crash
Merge from main
Today
Fixed QuickCraft.FindItems spending ~2ms checking if you own a dlc after looting an item, SteamDownloadableContent now caches the answer for each DLC
Merge from main
Today
merge from teamui_optims
Today
Fixed the player name cache being cleared on every team update, causing the team UI to refilter every name through Steam (~1.5ms every 4s with 7 teammates)
Today
Merge: from mt_snapshot_saving - Bugfix for Helicopter Flare saving corrupting InvokeHandler in Jobs 4 Tests: spawned mini copter, fired off a stack of flares, couldn't fire anymore
Today
merge from main
Today
Bugfix: fix not MT safe saving of helicopter flares Helicopter flares are cached on use/inv change Tests: got into a minicopter on craggy, fired a stack of flares, couldn't fire anymore
Today
flail blockout
Today
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Today
Merge: from main
Today
Merge from main
Yesterday
Fix BillboardLight-RRP addtional lights in vertex lighting path
Yesterday
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Yesterday
Merge from painting_fixes
Yesterday
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Yesterday
Merge from animal_anim_compression
Yesterday
Merge from legacy_anim_deletes_oct_2026
Yesterday
Merge from fluidswitchlodfix
Yesterday
Disable duplicate main camera in test scene
Yesterday
Merge from distanceflareorientationfix
Yesterday
Merge from menuvideo_nre_fix
Yesterday
Merge from meshlod_updaets_oct_26
Yesterday
S2P apartment complex again
Yesterday
Merge from binbagpile_optimisation
Yesterday
Also fixed up 31 clutter and collectable prefabs
Yesterday
Update the rest of the code to work with the new NativeArrays for mapdata
Yesterday
Add support to TerrainMap to return a NativeArray
Yesterday
Fixed a few more S2P apartments, bandit and fishing villages
Yesterday
Switch WorldSerialization to use NativeArray - make sure it frees the MapData explicitly as normally the GC is collecting the managed arrays
Yesterday
Codegen
Yesterday
Switch the MapData protobuf from managed -> NativeArray<byte>