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156,158 Commits over 4,566 Days - 1.43cph!

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
Today
Fix BillboardLight-RRP addtional lights in vertex lighting path
Today
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Today
Merge from painting_fixes
Today
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Today
Merge from animal_anim_compression
Today
Merge from legacy_anim_deletes_oct_2026
Today
Merge from fluidswitchlodfix
Today
Disable duplicate main camera in test scene
Today
Merge from distanceflareorientationfix
Today
Merge from menuvideo_nre_fix
Today
Merge from meshlod_updaets_oct_26
Today
S2P apartment complex again
Today
Merge from binbagpile_optimisation
Today
Also fixed up 31 clutter and collectable prefabs
Today
Update the rest of the code to work with the new NativeArrays for mapdata
Today
Add support to TerrainMap to return a NativeArray
Today
Fixed a few more S2P apartments, bandit and fishing villages
Today
Switch WorldSerialization to use NativeArray - make sure it frees the MapData explicitly as normally the GC is collecting the managed arrays
Today
Codegen
Today
Switch the MapData protobuf from managed -> NativeArray<byte>
Today
Add support for NativeArray<byte> in protobuf codegen - instead of byte[]
Today
MeshLOD converter now copies across motion vector settings Converted all of the RendererLODs/LODGroups to MeshLODs on 61 prefabs Notably a lot of seasonal stuff was affected
- More RRP support - Really lightened the scene
Yesterday
Merge from livestock_shader_review
Yesterday
Merge from depth_egg_fix
Yesterday
Merge from rrp_ore_marker_fix
Yesterday
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Yesterday
Add support for clearing Rust+ auth to smart entities from in game
Yesterday
merge from animalanimation_optims
Yesterday
Fixed AnimalAnimation out of range errors
Yesterday
merge from notices_rtl_fix
Yesterday
Fixed item dropped and item pickup notices not working with RTL languages
Yesterday
Enabled animation compression on squirrel, sheep, frog, cow, sea turtle anims
Yesterday
- Dont send back the character proto on character lock, it's pointless - Better splitting and safety nets with 'requested appearence' vs 'accepted appearence'