142,567 Commits over 4,413 Days - 1.35cph!
Root combiner distributes drain evenly on batteries connected to its inputs
▌▆▍▉▊▅ ██▋ ▄▊▅ ▊█▍▍▊█ ▇▆ ▊ ▄▍▆█▋▆ ▋▆▅▇▄ ▇▅▅▌ ▆▊ ▇▉█▄▄▌▌▅▄ ▍▌ ▌▆▌ █▆▇▋▆▊ ▅▍ ▍▋▆ ▊▊▊▋▉▆
▆ ▇▌▍▇▉▅▍ █▍█▋▉▌▌ ▄▇▉▇▄▆▇█▆ ▅▌▊▌▇▋▆ ▆▅ ▄▅▋▋▊▋▌ ▅▅▇▉▇ █ ▄▍▉█▍▉ ▆▊▋ ▌▌▊▋█ ▌▆▉▋▊▆▊▉▋ ▄▆▋▋█▍▄▍▍ ▍▋▌▋▆ ▌▌▋ ▍█▆▆▌ ▅▌▇▄ ▌▊▊▌ ▄▌ ▉▅▉ ▅▆▋▌▋▋ ▍▍▊ ▄▊▅▍▊▌ ▍▆▅▆▉ ▆ ▅▌██ ▄█ ▆▄▌▌ ▆▉▋ ▋▊▍▄ ▋▉ ▆▍█▌▊▌▍▍▋▍ ▋▊▇▊▆▄▇▇
Merge from auto_particle_cinematics
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Branch and blocker evaluators
Some cleanup and fixes
█ ▍▇▋ ▉▇▇█▉█▇ ▄▆▄▇▊ ▄▆▍▆▆▊▍▄▋▆▋ ▉▆▊▋▆▅
Batteries tick flow. Charged and depleted on the same tick
Bug fixes and refactoring
hackweek illuminated pressure pad;
- placeholder model and emissive for pressure pad skin.
- pad illuminates in the same fashion as the illuminated buttons when it has power supplied.
https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
Initial baseline to AudioSourceEntity
Prefab setup, manifest, protos
https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
Finalized D.
B fixes.
Scene backup.
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
Cleaned C and set correct layers.
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes
Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
Shifted a sign for render order purposes.
Fix item pooling error when demo scrubbing (copying over flavien's changes)
Updated some legacy input code to use the new input system
mosaic from previous hackweek
Lights only at night.
More B fixes.
Refactored stuff for the layer warning.
Subtracting dont_bake_on_load
Renamed Pie partial class file
▌ ▄▌▆▌▍▍▇▅▇▆▍ ▉▊▋▆█▄▄▍ ▅▍█▆▄█▆ ██▌▊▇▋▍ ▅▅▄▄▉▋█▅ ▌▅▉▇▌▊ █▉▆▅▍▋▅▌ ▉▉▅▇ ▊█▌▆▊▍▆▉ ▉▉▆▇▉▇▉▄▄ ▇▋▊▊▊ ▍▍▊ ▉▇▄▌▆▉█▍ ▅▄▍▆▊█ ▊▅▆ ▄▌▆▌▊▊▆▄▋ ▆▌▉▋▄▉▍▊▅▉▅▋▇ ▍▋█▇▆
New tier 1 healing item - Medical honey bandage
https://files.facepunch.com/LukeD/2026/05/Unity_eO0Pwpt7V0.mp4
Use MinimalBatchRendererGroup shader
RRP: Add MinimalBatchRendererGroup shader
▆ ▍▍▋ ▋▌▋▋▆▋ ▅▉▋▄▌▌▉ ▋▌▅▆▆▆▌ ▇▍ ▆▄▉▆▄▉▍
Generator, switch and light use the new IO system
Got a simple circuit working
Removed debugging command
Tests passing - menu entry imageId and sprites load correctly
Apartments complex basement progress
Clear movement properies on ballistic helmet
Submit identity array as visibleInstances, allowing BatchRendererGroup to function