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808 Commits over 457 Days - 0.07cph!

3 Months Ago
Hopefully the last seal now
3 Months Ago
merge from hatch_collider_fixes
3 Months Ago
Should be water tight now
3 Months Ago
merge from hatch_collider_fixes
3 Months Ago
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3 Months Ago
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3 Months Ago
merge from waterwheel_deployable
3 Months Ago
Mark collision as readable, assign correct material
3 Months Ago
indirect_instancing.buffer_upload_mode NRE fix
3 Months Ago
S2P both oil rigs
3 Months Ago
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
3 Months Ago
merge from reapply_136367
3 Months Ago
Reapply 136367
3 Months Ago
merge from Armored_ladder_hatch
3 Months Ago
Re-made armored ladder hatch icons
3 Months Ago
merge from triggersleep_ws_change
3 Months Ago
merge from path_preview
3 Months Ago
Fix "Unlocked" button appearing clickable
3 Months Ago
Clean up and format the whole file a bit, it was a mess No functional changes
3 Months Ago
3 Months Ago
merge from shield_idle_collider
3 Months Ago
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
3 Months Ago
Fix the wooden and reinforced shield colliders not working at all
3 Months Ago
Fix metal shield new collider exclude layers
3 Months Ago
merge from weapon_refresh_salvaged_axe
3 Months Ago
merge from main
3 Months Ago
merge from main preserve destination deletes of meta files
3 Months Ago
merge from main
3 Months Ago
merge from main preserve destination deletes of meta files
3 Months Ago
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
3 Months Ago
Re-enable RW on 5 meshes used by particle systems
3 Months Ago
merge from hackweek_server_mesh_cull
3 Months Ago
merge from creative_freebuild_fix
3 Months Ago
WIP Highlight the path the multi-unlock is going to take as a preview https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4
3 Months Ago
Rework the tech tree UI to work with multi-unlocking, now shows "unlock path" and displays path cost when you can unlock the whole path, single item cost displayed above The holdtime when unlocking via long mouse press is now longer if its a multi-unlock Make the button texts translated (they never were??) Fix an old bug where the total cost UI would stay visible and floating when switching tech tree pages
3 Months Ago
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
4 Months Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
4 Months Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
4 Months Ago
Apply the door fix to the unused boat door
4 Months Ago
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4 Months Ago
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4 Months Ago
merge from collider_cleanup_feb_26
4 Months Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
4 Months Ago
merge from main
4 Months Ago
merge from ambient_light_fix
4 Months Ago
merge from collider_cleanup_feb_26
4 Months Ago
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