usercipeaXcancel
reporust_rebootcancel

763 Commits over 457 Days - 0.07cph!

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
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
merge from collider_cleanup_feb_26
4 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
4 Months Ago
Fix scaled netting collider on the bbs
4 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
4 Months Ago
Re-initialize stringpool for the deployable tests as part of the setup
4 Months Ago
merge from main
4 Months Ago
Fix more local / world space fun
4 Months Ago
merge from searchlight_worlddirection_fix
4 Months Ago
merge from main
4 Months Ago
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
4 Months Ago
merge from searchlight_worlddirection_fix
4 Months Ago
Fix searchlight not working correctly on boats
4 Months Ago
merge from redirect_snapping
4 Months Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
4 Months Ago
merge from hackweek_fill_containers_rand
4 Months 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
4 Months Ago
merge from main
4 Months Ago
regenerate testlist
4 Months Ago
Compile fix