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468 Commits over 365 Days - 0.05cph!

1 Hour Ago
merge from deployvolume_fixes
1 Hour Ago
Fix fish trophy placement on brutalist softside
1 Hour Ago
merge from main
4 Hours Ago
Codegen
4 Hours Ago
merge from main
Today
Compile fix
Today
merge from deployvolume_fixes
Today
Fix fish trophy no longer placeable on walls
Today
merge from hatch_collider_fixes
Today
Hopefully the last seal now
Yesterday
merge from hatch_collider_fixes
Yesterday
Should be water tight now
Yesterday
merge from hatch_collider_fixes
Yesterday
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Yesterday
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Yesterday
merge from waterwheel_deployable
Yesterday
Mark collision as readable, assign correct material
Yesterday
indirect_instancing.buffer_upload_mode NRE fix
Yesterday
S2P both oil rigs
Yesterday
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
Yesterday
merge from reapply_136367
2 Days Ago
Reapply 136367
2 Days Ago
merge from Armored_ladder_hatch
2 Days Ago
Re-made armored ladder hatch icons
2 Days Ago
merge from triggersleep_ws_change
5 Days Ago
merge from path_preview
5 Days Ago
Fix "Unlocked" button appearing clickable
5 Days Ago
Clean up and format the whole file a bit, it was a mess No functional changes
5 Days Ago
5 Days Ago
merge from shield_idle_collider
5 Days Ago
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
5 Days Ago
Fix the wooden and reinforced shield colliders not working at all
5 Days Ago
Fix metal shield new collider exclude layers
5 Days Ago
merge from weapon_refresh_salvaged_axe
5 Days Ago
merge from main
5 Days Ago
merge from main preserve destination deletes of meta files
5 Days Ago
merge from main
5 Days Ago
merge from main preserve destination deletes of meta files
6 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
6 Days Ago
Re-enable RW on 5 meshes used by particle systems
6 Days Ago
merge from hackweek_server_mesh_cull
7 Days Ago
merge from creative_freebuild_fix
7 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
8 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
8 Days Ago
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
8 Days Ago
merge from main
8 Days Ago
merge from main
9 Days Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
19 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
20 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens