158,145 Commits over 4,566 Days - 1.44cph!
Prevent cows from picking destinations where they will clip with each other
merge from quickcraft_optims
Partial fix for cows not eating properly at trough or grass in a pen, full fix is a bit riskier and for next patch potentially
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
Merge from rrp_ore_marker_fix
Fix NaN in vertex lighting causing crash
Fixed QuickCraft.FindItems spending ~2ms checking if you own a dlc after looting an item, SteamDownloadableContent now caches the answer for each DLC
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)
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
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
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Fix BillboardLight-RRP addtional lights in vertex lighting path
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Merge from painting_fixes
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Merge from animal_anim_compression
Merge from legacy_anim_deletes_oct_2026
Merge from fluidswitchlodfix
Disable duplicate main camera in test scene
Merge from distanceflareorientationfix
Merge from menuvideo_nre_fix
Merge from meshlod_updaets_oct_26
S2P apartment complex again
Merge from binbagpile_optimisation
Also fixed up 31 clutter and collectable prefabs
Update the rest of the code to work with the new NativeArrays for mapdata
Add support to TerrainMap to return a NativeArray
Fixed a few more
S2P apartments, bandit and fishing villages
Switch WorldSerialization to use NativeArray
- make sure it frees the MapData explicitly as normally the GC is collecting the managed arrays
Switch the MapData protobuf from managed -> NativeArray<byte>
Add support for NativeArray<byte> in protobuf codegen
- instead of byte[]
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
Merge from livestock_shader_review
Merge from rrp_ore_marker_fix
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Add support for clearing Rust+ auth to smart entities from in game
merge from animalanimation_optims
Fixed AnimalAnimation out of range errors