400 Commits over 337 Days - 0.05cph!
merge from scientist_spawners_convar_fix
Fix new scientists spawning with ai.scientist_spawners_enabled 0
Fix a WaterCatcher.IsFull NRE that could trigger when the deep sea wipes
merge from supplydrop_boat_fix
merge from scientist_rock_fix
Slightly shifted one scientist spawn point of Ruins C - it was causing it to spawn inside a cliff on one of the islands
Cherrypick
139401 "Space LR despawn timer set, Neonsign TR crafting pass"
Apply xmas tree change from
139653
These were left over changes from naval_backport
merge from hackweek_more_tests/fixes
Fix worldmodel issues / missing outlines on 39 items
Re-ran all the new tests - all green (except for horse mask which was fixed seperately on lunar branch)
Fix groundwatch issues for 8 deployables
Fix missing phys impact sounds for 6 items
Fix missing io arrows for 5 items
Fix airdrops not becoming lootable when landing on playerboats
Test for io arrow having a direction and handle name not being empty
Finds 5 items with missing io arrows
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Start on IO prefab tests
Checking relevant prefabs for inputs/outputs/main power slot
Checking handles are not too far from any collider
Test for verifying deployables that are placeable on boats have only convex colliders
All pass as expected
Minor cleanup and comments
Start on Deployable tests.
Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well)
Finds 8 such cases where its misconfigured, no false positives
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds
Finds 6 missing phys impact sounds
Add descriptions, regenerate testlist
Support multiple TestParameterSource attributes
Can now have more than one parameter source per test, they get combined
Basic worldmodel tests, already catches 30+ misconfigured ones
Add ability to unlock whole paths of the tech tree at once, with customizable speed, very satisfying
https://files.facepunch.com/cipeaX/2026/February/10_17-20-ApprehensiveIntermediateegret.mp4
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Revert mip streaming on textures used by foliage grid system
Fixes blurry rocks, sea weed, corals
Resolved various slightly clipping and floating crate / barrel spawns across all ghost ship variants
Fixed one more docks barrel
FIx some oil barrels dropping below the island docks
Respect item stacksize when giving out mission rewards
Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
merge from vending_cluster_pool_leak_fix
Fix vending machine pool leak
Vending machine map marker clusters were leaking a bunch of data every time you open the map
Add a null check in TriggerParent.CheckAllParenting
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Apply the previous fix to the floating cities as well
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)
merge from deployer_vm_3p_fix
Fix building plan appearing untextured in 3rd person when deploying certain items
generic_deploy now uses the same setup / viewmodel as the regular planner
Remove Physics Projectile layer from all parenting triggers on all ghostship variants
Was causing thrown grenades and C4 to freak out
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merge from SmallRamp_Deploy
Fix pool leak in TimedExplosive
merge from lifestory_snake_fix
S2P both oil rigs
Codegen