621 Commits over 426 Days - 0.06cph!
Clamp the delay convar to a sane range, fix delay happening after the last unlock
Switch to nicer UnlockPunch animation using that is now correctly centered on the widgets
Switch animation sequence to use a coroutine instead of invokes
merge from deployvolume_fixes
Fix fish trophy placement on brutalist softside
merge from deployvolume_fixes
Fix fish trophy no longer placeable on walls
merge from hatch_collider_fixes
Hopefully the last seal now
merge from hatch_collider_fixes
Should be water tight now
merge from hatch_collider_fixes
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merge from waterwheel_deployable
Mark collision as readable, assign correct material
indirect_instancing.buffer_upload_mode NRE fix
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
merge from reapply_136367
merge from Armored_ladder_hatch
Re-made armored ladder hatch icons
merge from triggersleep_ws_change
Fix "Unlocked" button appearing clickable
Clean up and format the whole file a bit, it was a mess
No functional changes
merge from shield_idle_collider
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
Fix the wooden and reinforced shield colliders not working at all
Fix metal shield new collider exclude layers
merge from weapon_refresh_salvaged_axe
merge from main
preserve destination deletes of meta files
merge from main
preserve destination deletes of meta files
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
Re-enable RW on 5 meshes used by particle systems
merge from hackweek_server_mesh_cull
merge from creative_freebuild_fix
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
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
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom