276 Commits over 275 Days - 0.04cph!
Hook up all the convars so far to the options menu
Switch to colour dropdowns for the colour settings
Set/fix all phrases correctly with the new system, adhering to convention
Move main crosshair enable/disable toggle into the new section
Simplify / rename a few crosshair variables, add one more color option
merge from stringpool_warnings_investigation
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
merge from icelake_barricade_fix2
Apply icelake barricade fix on new branch
merge from rails_barricade_fix2
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Fix issues with `catapult.reload` admin command
Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences
Add descriptions
New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing
https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
Bear now harvests for 20 meat instead of 19
Fix not being able to place barricades on ice lakes when too close to another monument
S2P ice lakes
merge from hackweek_crosshair_customization/settings_editor
Restore stomped killbees command
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Block spray can reskinning of ceilinglight
Apply the stringpool fix to ~20 more entities
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Fix not being able to place barricades on train tracks when near/in a monument
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
Fix not being able to stack C4s with different frequencies even after disabling RF
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
Fixed not being able to place barricades on sand dunes in giant excavator
S2P excav, water well a, radtown
Update TC tool storage tooltip phrase
Include lastPlayerID in command block save / load
Don't apply item ownership when opening loot containers in invis
Prototype crosshair editor section in the options menu, lets you configure your crosshair with a live preview:
https://files.facepunch.com/cipeaX/2025/August/13_16-47-NiftyUlyssesbutterfly.mp4
Holding a lit torch provides some warmth, comfort, and slowly dries wetness
https://files.facepunch.com/cipeaX/2025/August/13_13-59-NeglectedGreatargus.mp4
Added crosshair codes. Can be generated from the current crosshair settings, and then easily loaded at a later time or shared with other people:
https://files.facepunch.com/cipeaX/2025/August/12_13-59-FrankGrasshopper.mp4
WIP crosshair customization, added the following convars to control the appearance and behaviour of the crosshair:
- mode: 0=static, always visible | 1=static, hidden during ADS | 2=dynamic, adjusts to accuracy, hidden during ADS
- style: 0=full | 1=no dot | 2=only dot | 3=T-shape no dot | 4=T-shape with dot
- color: 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan
- dotsize: Size of center dot [0-5]
- spacing: Distance of the outer lines to the center dot [0-3]
- outline: Outline enabled [true/false]
- outlinecolor: 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan
Demo: https://files.facepunch.com/cipeaX/2025/August/11_19-02-AttractiveLacewing.mp4
merge from particlesystem_warnings_fix
R/W for 2 more obscure meshes
Try and use higher LODs in 2 cases
Enabled R/W on 31 meshes used by particle systems to fix warnings
merge from stringpool_warnings_investigation
merge from slot_pooling_fix
Moved up the root bone for: all double doors, garage door, fence gate, cell gate, ladder hatches, shop front
Observed the string pool warnings were resolved for all of them in editor
Pass over the worst offender - siegetower
- Assigned root bone, renamed duplicate bone names, fixed crazy scaled roof collider that caused huge impact effects, switched out some collider materials for more appropriate ones
- Observed that all "unpooled bone name" warnings were gone in editor
Fix fps.limitinmenu being applied while benchmarking