7,154 Commits over 2,557 Days - 0.12cph!
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
Merge from satellite_crash