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156,978 Commits over 4,566 Days - 1.43cph!

Yesterday
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
Yesterday
Merge from hardcore_changes_nov_26
Yesterday
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
Yesterday
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Yesterday
Reduced the amount of pooled ballista projectiles 100 -> 3
Yesterday
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Yesterday
Merge from warm_prefabs_measure
Yesterday
Merge from tree_hit_forgiveness
Yesterday
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Yesterday
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Yesterday
Update manifest, last merge broke play mode
Yesterday
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Yesterday
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Yesterday
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Yesterday
Merge from halloween_2026_update
Yesterday
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Yesterday
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
Yesterday
Merge from main
Yesterday
WIP fixes
Yesterday
merge from hotreload_playmode_brick_fix
Yesterday
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Yesterday
Fixed halloween NPCs spawning inside safezones
Yesterday
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Yesterday
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Yesterday
Fixed dead halloween and easter candies persisting after server restart
Yesterday
merge from halloween_2026_dlc
Yesterday
Merge from skim_changes
Yesterday
Fix food spoliling in workbench recycle bin upgrade container
Yesterday
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
Yesterday
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
Yesterday
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
Yesterday
scrap king building skin steam item setup
Yesterday
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
Yesterday
Fix all skinned items allocating on every inventory update when getting their icon sprite
Yesterday
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
Yesterday
merge from main
Yesterday
Stop any rumble in Deactivate
Yesterday
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Yesterday
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Yesterday
merge from render_pipeline_testing
Yesterday
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Yesterday
Try/catch the gamepad update loop, disable on any error errors.
Yesterday
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Yesterday
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Yesterday
merge from cache_entity_links -> main
Yesterday
Update comment
Yesterday
merge from automated_testing