185 Commits over 214 Days - 0.04cph!
Editor tool to find and remove incorrect / leftover entity tags
Restore broken Desert_Dwelling_double_A.prefab corrupted in
122570 on scientist_iteration branch.
Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
merge from boatspawner_nudge_fix
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merge from iceberg_icesheet_barricade_fix
Fix players nearby being teleported into the water below when a boat is purchased at fishing village
For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius
S2P fishing villages
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Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Include world layer in groundwatch
Trim input on crosshair import popup
Increase char limit to 50 and change overflow mode
merge from marker_teleport_reset_fix
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merge from crosshair_allocs
merge from door_canopen_saveload
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix:
- Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site)
- Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
merge from crosshair_customization
Fix import popup not being centered
Add `debug.print_topologies` command to print out which topologies are present at the location of the player
merge from crosshair_customization
Make the code in the export popup selectable
Implemented code review feedback, including
- Swap cancel & action button positions
- Put Crosshair settings above Interaction in the UI settings
- Fix code being uppercased in the text field when exporting
- Various smaller cleanup bits
Clicking anywhere outside the popup closes it
Improve responsiveness of crosshair popup
merge from radtown_scene_select
Fix radtown not in editor scenes menu
Teleporting on the map via enable_marker_teleport while having the underground map layer selected will now attempt to teleport you to the deepest valid position (train tunnels, caves etc.). Falls back to regular behaviour.
Integrate crosshair code functionality into the settings menu UI.
Buttons to import/export/reset crosshair with new custom popup dialogs:
https://files.facepunch.com/cipeaX/2025/September/18_21-51-YellowSwallow.mp4
Add import/export/reset buttons under the preview crosshair
Reset button loads default crosshair settings
merge from hackweek_crosshair_customization
Fix crosshair being visible in main menu
merge from hackweek_crosshair_customization
Fix crosshair rendering below scope overlays
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
merge from hackweek_crosshair_customization
Fix crosshair not getting initialized correctly with the settings
Update tooltip phrases, rename static 2 to semi-static
Fix some options not getting darker on hover
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses
Set opacity to 1 instead of 0.8 when dynamic
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
merge from hackweek_crosshair_customization
Fixed reticle in settings preview not getting scaled correctly when not connected to a server
Get rid of IndependentScale, just do it myself
Various cleanup/refactoring/optimization bits
Get rid of allocations, stop settings preview crosshair updating while menu is closed
Add convar to reset crosshair back to default
Fix compile error