13,459 Commits over 2,435 Days - 0.23cph!
Merge from armored_ladder_hatch
Merge from engine_missing_parts_tooltip
Added a tooltip when a slot is missing in the engine loot panel
Setup a material and colour mask
Merge form armoured_ladder_hatch
Add door controller sockets to both hatches
Fixed hatch not being visible to icon renderer because it was named LOD1 (we should always start from LOD0)
Updated Icon Renderer to open ladder hatches when taking a screenshot
Renamed directory and prefabs to match new item name (armoured.ladder.hatch -> floor.ladder.hatch.toptier)
Disable armored hatch placment on boats as they don't have convex colliders
Set lock positions for armored hatches
Slightly awkward placement as the hatch itself is too thick, had to place it on the thinner surface
Update hatch item names and descriptions
Fix pickup and repair targets
Disabled read/write on models conflicting in last merge
Merge from main
Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches
For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
Fixed first person light effect not working
Merge from cannon_hit_slowdown_revert
Merge from bb_triangle_floor_frame_fix
Merge from brutalist_skin_shadows_fix
Merge from camera_fog_fix
Merge from manifest_size_optimization
Merge from server_side_server_list_filters
Merge from easter_fixes_2026
Fixed incorrect item id on ladder hatch
Merge from armored_ladder_hatch
Merge from shield_idle_collider
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Merge from shield_idle_collider
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Merge from Armored_ladder_hatch
Descriptions, fix guide mesh offset on triangle
Triangle hatch prefab setup
Enable r/w on collision meshes
Apply primitive cylinder colliders to top and bottom hatches
Allow held items on water wheel mountable
Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Switch to easter event UI
Fix exception on egg LOD component
Merge from wiretool_rpcflood_fix
Merge from shipping_container_skin_frames_fix
Merge from storage_box_dlc_corpse_references
Shields now switch to a smaller collider when RMB isn't being held
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Merge from auto_particle_cinematics
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy
Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Update prefab with latest model, still has issues
Merge from hackweek_server_mesh_cull
Removes Mesh data from server builds that is only used for client rendering
Saves around 620mb of memory at runtime
Removes 2.7GB on disk from server builds
Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Remove BuildMapServer test method
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds