34,299 Commits over 4,201 Days - 0.34cph!
Allow diving tank to be refilled and repair bench
merge from fog_drawdistance_fix
merge from twitchdrop_mipmaps_fix
fix workshop favourite paths save button sizing issue, lost file from merge
merge from unpooled spiketrap fix
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merge from junglebarrel_collisionfix
merge from camera_waterlevel_optimize
merge from smallspiketrap_fixes
merge from optimize_outline_manager
merge from fix_deferred_decal_stripping
merge from phonebooth_lightlod
merge from hmlmg_improvements - hmlmg community skinnable
merge form fix_turret_list_pooling
merge from fix_httpimage_delete
merge from fix_lifestory_wipe
merge from workshop_female_prefabs -> main
merge from workshop_scene_improvements_2 -> main
merge from Halloween_25_Update (network++)
Merge from scene_holster_tools
Merge from water_pump_power_fix
merge from optimize_water_body_culling -> main
merge from ui_overhead_optims
Merge: from baseplayer_vis_nre
- fixed false positive logging, better logs
Tests: built standalone and connected to staging server - no extra errors on connect
merge from boatspawner_nudge_fix
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merge from iceberg_icesheet_barricade_fix
Subtract
133193 (cinematic_play_fallback)
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merge from painting_colourpicker
merge from optimize_auth_list -> main
merge from optimize_findbyid -> main
merge from ui_overhead_optims
Buildfix: add missing namespace using
Tests: none, trivial change
Merge: from analytics_track_menu_times
- Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups
- Skip sending lag spikes and gc counts if there were none during performance logging tick
Tests: observerd client_perf analytics ticks in editor with debug code
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Merge from gpu_frametime_logging
Merge from shader_cascades_light_leak_fix
merge from baseplayer_vis_nre
Merge from spray_fixes_oct_2025
Merge from server_wipe_time_of_day
Merge from player_model_perf_improvements
Merge from spray_fixes_oct_2025
Merge from cinematic_play_fallback
merge from canvas_debug_command
Fix NONE compile error in Shield.cs
merge from dynamic_occlusion_pausing -> main