userAdam Wcancel

7,168 Commits over 2,557 Days - 0.12cph!

Today
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
Today
Cleanup
Today
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
Today
Additional UI options for gamepad
Today
More gamepad tweaks and convars, actions.
Today
Merge from main
Yesterday
very wip glyph tests
Yesterday
Re-apply the steam init reflection hack now it's not needed and tested.
Yesterday
Merge from main
Yesterday
Merge from fp_steamworks_steaminput
Yesterday
Merge from main
Yesterday
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
Yesterday
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
Yesterday
Merge from main
2 Days Ago
Merge from launchsiren
2 Days Ago
Fixes
2 Days Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
2 Days Ago
Merge from main
2 Days Ago
Merge from steam_input
2 Days Ago
VDF fixes
2 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
2 Days Ago
Added a tool to copy VDFs from/to project/steam locations
2 Days Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
2 Days Ago
Reflection hack to call ISteamInput::Init
2 Days Ago
Codegen
3 Days Ago
Added SocketMod_LevelPlacement, added to animal fence/gate
3 Days Ago
More prefab setup/cleanup
3 Days Ago
Merge from main
3 Days Ago
Remove hold to place
3 Days Ago
Fence gate tweaks
3 Days Ago
Test with new model
3 Days Ago
Merge from DeployableFenceGate
3 Days Ago
Animal fencing alternate implementation.
3 Days Ago
Missing codegen from earlier
4 Days Ago
proto fix after merge
4 Days Ago
Merge from main
7 Days Ago
Right click-dragging items in the crafting queue now lets you move them around within the queue. Fade all other queued items out when dragging an item. https://files.facepunch.com/ad/1b1411b1_2026-08-14_12-27-43/crafting_reorder.mp4
7 Days Ago
Add a "Random" option with a dice icon to the start of the skin list, selectable/saved per-item type. With this selected, a random unlocked skin is used per craft.
14 Days Ago
Fixed glitch
14 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
14 Days Ago
Debug overlay
14 Days Ago
Add gamepad config convars as menu options. Fix menu cursor issue.
15 Days Ago
Codegen
15 Days Ago
Merge from main
16 Days Ago
Remove temporary monument info script from SatelliteControlComputer.
16 Days Ago
Fix
16 Days Ago
Merge from parent, including post merge fixes.
18 Days Ago
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
18 Days Ago
Merge from main
18 Days Ago
Merge from satellite_crash