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7,870 Commits over 2,588 Days - 0.13cph!

27 Days Ago
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
27 Days Ago
Additional UI options for gamepad
27 Days Ago
More gamepad tweaks and convars, actions.
27 Days Ago
Merge from main
27 Days Ago
very wip glyph tests
28 Days Ago
Re-apply the steam init reflection hack now it's not needed and tested.
28 Days Ago
Merge from main
28 Days Ago
Merge from fp_steamworks_steaminput
28 Days Ago
Merge from main
28 Days Ago
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.
28 Days Ago
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
28 Days Ago
Merge from main
29 Days Ago
Merge from launchsiren
29 Days Ago
Fixes
29 Days Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
29 Days Ago
Merge from main
29 Days Ago
Merge from steam_input
29 Days Ago
VDF fixes
29 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
29 Days Ago
Added a tool to copy VDFs from/to project/steam locations
29 Days Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
29 Days Ago
Reflection hack to call ISteamInput::Init
29 Days Ago
Codegen
29 Days Ago
Added SocketMod_LevelPlacement, added to animal fence/gate
29 Days Ago
More prefab setup/cleanup
29 Days Ago
Merge from main
30 Days Ago
Remove hold to place
30 Days Ago
Fence gate tweaks
30 Days Ago
Test with new model
30 Days Ago
Merge from DeployableFenceGate
30 Days Ago
Animal fencing alternate implementation.
30 Days Ago
Missing codegen from earlier
30 Days Ago
proto fix after merge
30 Days Ago
Merge from main
34 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
34 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.
41 Days Ago
Fixed glitch
41 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.
41 Days Ago
Debug overlay
41 Days Ago
Add gamepad config convars as menu options. Fix menu cursor issue.
41 Days Ago
Codegen
41 Days Ago
Merge from main
43 Days Ago
Remove temporary monument info script from SatelliteControlComputer.
43 Days Ago
Fix
43 Days Ago
Merge from parent, including post merge fixes.
44 Days Ago
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
44 Days Ago
Merge from main
44 Days Ago
Merge from satellite_crash
44 Days Ago
Add token for Satellite Crash death PrefabInformation.
44 Days Ago
merge from main