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595 Commits over 396 Days - 0.06cph!

41 Days Ago
merge from Armored_ladder_hatch
41 Days Ago
Re-made armored ladder hatch icons
41 Days Ago
merge from triggersleep_ws_change
43 Days Ago
merge from path_preview
43 Days Ago
Fix "Unlocked" button appearing clickable
43 Days Ago
Clean up and format the whole file a bit, it was a mess No functional changes
44 Days Ago
44 Days Ago
merge from shield_idle_collider
44 Days Ago
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
44 Days Ago
Fix the wooden and reinforced shield colliders not working at all
44 Days Ago
Fix metal shield new collider exclude layers
44 Days Ago
merge from weapon_refresh_salvaged_axe
44 Days Ago
merge from main
44 Days Ago
merge from main preserve destination deletes of meta files
44 Days Ago
merge from main
44 Days Ago
merge from main preserve destination deletes of meta files
45 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
45 Days Ago
Re-enable RW on 5 meshes used by particle systems
45 Days Ago
merge from hackweek_server_mesh_cull
46 Days Ago
merge from creative_freebuild_fix
46 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
47 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
47 Days Ago
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
47 Days Ago
merge from main
47 Days Ago
merge from main
48 Days Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
58 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
59 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
59 Days Ago
Apply the door fix to the unused boat door
59 Days Ago
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59 Days Ago
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60 Days Ago
merge from collider_cleanup_feb_26
60 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
60 Days Ago
merge from main
2 Months Ago
merge from ambient_light_fix
2 Months Ago
merge from collider_cleanup_feb_26
2 Months Ago
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2 Months Ago
merge from collider_cleanup_feb_26
2 Months 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
2 Months Ago
Fix scaled netting collider on the bbs
2 Months 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
2 Months Ago
Re-initialize stringpool for the deployable tests as part of the setup
2 Months Ago
merge from main
2 Months Ago
Fix more local / world space fun
2 Months Ago
merge from searchlight_worlddirection_fix
2 Months Ago
merge from main
2 Months Ago
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
2 Months Ago
merge from searchlight_worlddirection_fix
2 Months Ago
Fix searchlight not working correctly on boats
2 Months Ago
merge from redirect_snapping