36,285 Commits over 4,383 Days - 0.34cph!
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Sort network cell tile offsets so the closer ones queue up to be networked first
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
Merge from terrain_lower_fixes
server_browser_improvements -> main
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