usercipeaXcancel

443 Commits over 365 Days - 0.05cph!

Yesterday
merge from path_preview
Yesterday
Fix "Unlocked" button appearing clickable
Yesterday
Clean up and format the whole file a bit, it was a mess No functional changes
Yesterday
Yesterday
merge from shield_idle_collider
Yesterday
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
Yesterday
Fix the wooden and reinforced shield colliders not working at all
Yesterday
Fix metal shield new collider exclude layers
Yesterday
merge from weapon_refresh_salvaged_axe
2 Days Ago
merge from main
2 Days Ago
merge from main preserve destination deletes of meta files
2 Days Ago
merge from main
2 Days Ago
merge from main preserve destination deletes of meta files
3 Days 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 Days Ago
Re-enable RW on 5 meshes used by particle systems
3 Days Ago
merge from hackweek_server_mesh_cull
4 Days Ago
merge from creative_freebuild_fix
4 Days 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
5 Days 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
5 Days Ago
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
5 Days Ago
merge from main
5 Days Ago
merge from main
6 Days Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
16 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
17 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
17 Days Ago
Apply the door fix to the unused boat door
17 Days Ago
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17 Days Ago
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18 Days Ago
merge from collider_cleanup_feb_26
18 Days 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
18 Days Ago
merge from main
19 Days Ago
merge from ambient_light_fix
19 Days Ago
merge from collider_cleanup_feb_26
19 Days Ago
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19 Days Ago
merge from collider_cleanup_feb_26
19 Days Ago
Small pass over deployables recently converted to convex colliders Slightly more accurate, fix some missing materials Touched large battery, reactive target, water barrel, water purifier
19 Days Ago
Fix scaled netting collider on the bbs
19 Days Ago
Fix various collider issues for things placeable on boats, resolve stringpool warning spam, incorrect materials, offset or redundant colliders etc. Things touched are telephone, spotlights, splitter, single weapon racks, confetticannon, volcano fireworks, torch holder Manifest
19 Days Ago
Re-initialize stringpool for the deployable tests as part of the setup
19 Days Ago
merge from main
19 Days Ago
Fix more local / world space fun
19 Days Ago
merge from searchlight_worlddirection_fix
19 Days Ago
merge from main
20 Days Ago
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
20 Days Ago
merge from searchlight_worlddirection_fix
20 Days Ago
Fix searchlight not working correctly on boats
20 Days Ago
merge from redirect_snapping
20 Days Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
20 Days Ago
merge from hackweek_fill_containers_rand
20 Days Ago
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items