I'm tired and cranky, so I'm gonna be blunt and explain exactly how we got here:
Initially I wrote some shit into the buildjob for flash TiTS that would push the current commit to a secondary remote when executing a public build. This worked for a while, and then it broke and I was too busy to get my hands into sorting out why it broke, because at the time we were straddling a self-hosted git instance for our private repo, and then just using a public github repo for the public stuff. It was probably github moving to access tokens or something, whatever, I never got around to sorting it out because it would mean going 3 layers deep into how the build process actually runs to update the login details.
When I started on the JS port there were a few things I wanted to do, and one of the main ones was moving away from 1x a month public builds - mostly as a consequence of how buggy everything was going to be by trying to rewrite huge portions of critical parts of the game (like the map and the UI). Initially we did this by segmenting the content into seperate modules that could be omitted at build time, and thus wouldn't be a part of the webpack bundling so backers got whatever planet we were currently working through, and public got everything already "done", but both got fixes at the same time.
Now that all the old content is long ported, we're using feature flags that statically omit portions of files during bundling and optimization. If the flags false, the entire block gets optimized out of the bundles - but the codes still there in the "public" branch. The entire build process is also orders of magnitude less bullshit than getting flash to cooperate ever was too, which leaves us in a predicament. We would need a means of removing the feature flagged code entirely from the source before shoving it to a public repo. Which I'm not averse to potentially doing, but that means probably writing some shit to manage doing it - but I have five hundred other things to do, so that's "at some point in the distant future".
Sourcemaps simply don't get uploaded because it doubles how much shit needs to get uploaded, and how much traffic we're burning to people opening the console and triggering automatic acquisition of those files. It'd be great if ya'll could stop attributing decisions to malice that have far more basic - and benign - explanations.