142,547 Commits over 4,413 Days - 1.35cph!
merge from server_warnings_fix
merge from digitalclock_pool_fix
merge from copypasteloadouts_deleteconfirmation
updated CodeAnalyzer.dll - better path exclusion
merge from ugc_teleportbutton
merge from console_autocomplete_fix2
merge from chippy_blurry_fix
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merge from boats_wireisolation_fix
Merge from main to FPBuild_installer branch
updated CodeAnalyzer.dll - catches mismatched serialized properties
LOD3s for Rentable Shop D, E, F. Replaced model of kiosk E with prefab version.
Added tooltip types (Default, AlwaysOnTop and AlwaysOnTopEmoji), multiline support
Tooltip CUI test file
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Industrial torch anim and prefab updates
Added CUI tooltip support - with ability to modify text, offset, centre pivoting, delay and position
Modifying FPbuild fetch script to clean up all unecessary files from the workspace
Submitting large apartment work I forgot to submit on fri night
merge from chat_add2_name_prefix
prefabed camping cooker and added colliders
changed model to prefab in small apartment
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Fix holes not being cleared when disabled
Use TerrainHole inspector on TerrainMeta and Hole components
Implement holes in foliage placement compute
Fix command buffer manager initialisation for terrain holes
Dilate y-axis of holemask to prevent shadow issues on close geometry
Brightened Fuse icon. No longer a black sqaure
https://files.facepunch.com/Rin/2026/05/SH7yAyVdmO.png
Merge from melee_subsystem (just setup on the vanilla torch for now)
Exposed and improved mask blend speed
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Fixed missing threshold transitions on torch controller
Fixed controller handles starting at full weight
Fixed warning spam from ragdolled player models
Better/more insane way of blending masks, run two concurrent controllers with different masks and blend them in/out
Seems to work well, masks the difference in left hand pos
Added API to swap avatar masks
Switch to full upper body mask during light/extinguish animations
WIP melee weapon animation sub system work
Run a child controller per weapon
Added static helpers to easily detect and enable/disable stacks of subs systems
Sub systems can now be applied to any mountable
Sub systems can now be applied to a HeldEntity
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask
If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
- implement refraction pass after regular transparents
- implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline
- get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Eval pass and first evaluators
Merge from main
Mostly code merges, all auto resolved
Female mid-length hair wood helmet replacement meshes
Added advanced and basic blueprint fragment single pickup spawners
Female mid-length hair candle hat replacement
Disallow stacking onto other items if custom descriptions are different
Added ability to change Item description (works similarly to custom names and icon ID)