36,330 Commits over 4,383 Days - 0.35cph!
Forgot to include it in the usage help string -.-
Reapply
144020 (crypt building skin upgrade_radius) after stomp
Merge from ugc_screen_blur_fix
Merge from vine_descend_fix
console_quickjoin_fix -> main
unskinned_windmill -> main
merge from tincanalarm_v2
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merge from fillmounts_horse_fix
merge from wallpaper_nre_fix2
merge from adminui_health_fix
merge from Electric_Furnace_Workshop
merge from crypt_building_skin
merge from easter_fixes_2026
merge from flexvirtualscroll_nre_fix
merge from hackweek_techtree_multi_unlock
merge from world_rendermap_fix
merge from console_autocomplete_fix
merge from droppeditem_improvements
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Merge from editor_copytexture_error_spam_fix
Add copilot-instructions.md
Merge from terrain_culling_uav_fix
merge from waterwheel_deployable
merge from atmosphere_workshop_error_fix
subtracting
147419 waterwheel headbob - Camera fuckery
merge from junkyard_greencard_fix - build
merge from wiretool_fluidtankboat_fix
merge from devtools_escape_fix
merge from adminui_copy_fix
merge from loadoutUI_refresh_fix
merge from waterwheel_deployable
merge from skinviewer_chickencostume_bc_fix
merge from sessionmodal_fixes
merge from vclouds_refl_error_fix
merge from storehero_text_fix
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
Merge from terrain_renderer
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
Merge: from networkgrid_iterationspeed_changes
- Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings)
Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
merge from render_pipeline_testing (reflection fix)
merge from waterwheel_deployable
Merge from chainsaw_hotspot_gathering
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
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