7,156 Commits over 2,557 Days - 0.12cph!
Remove the temporary reflection hack for steam input.
Switch to alloc free controllers call.
Testing with locally built new Steamworks DLL
Code support for siren light.
Hook up to control computer in the launch site scene/prefab.
S2P launch site
Steam Input is now the main (and only) gamepad input method.
Lots of refactor to strip the old double setup out.
Added a tool to copy VDFs from/to project/steam locations
Finally got a VDF working.
Added the VDF source and also some extra debugging.
Reflection hack to call ISteamInput::Init
Added SocketMod_LevelPlacement, added to animal fence/gate
More prefab setup/cleanup
Merge from DeployableFenceGate
Animal fencing alternate implementation.
Missing codegen from earlier
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
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.
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.
Add gamepad config convars as menu options.
Fix menu cursor issue.
Remove temporary monument info script from SatelliteControlComputer.
Merge from parent, including post merge fixes.
Post merge fixes:
Re-add pad button translation
Fix gamepad menu cursor
Merge from satellite_crash
Add token for Satellite Crash death PrefabInformation.
Merge from satellite_crash
Merge from satellite_crash
Set panel back to inactive aster my last change (just for consistency)
Renamed text gameobject.
Merge from satellite_crash
Add localization for the offline status text.
Merge from satellite_crash
Merge from satellite_crash