134,025 Commits over 4,262 Days - 1.31cph!
merge from spacestation_storepages
Set sprite atlas enabled in builds only, was pushed by accident
Updated space station building skin store page media
Add easel top bar movement support, fix sockets for all(i hope) paintables
correct assorted giftwrap store icon
Remove Phrases.asset - unused
hooked up correct store icon for assorted giftwrap
merge from christmas2025_DLC
Bugfix: GamePhysics.TraceRealmRays now considers non-entity hits as valid
- fix build failures in CLIENT only mode
- also added option to specify whether to run water query or not
Tests: ran unit tests(C+S and C separately) - they pass
Tests: rework GamePhysicsTests.TraceRealms to work in C+S and C modes
No longer permitting running S realm tests in C editor (as that created impossible spawn scenarios)
Tests: ran unit test in both modes
hooked up new store icons and square images on xmas wallpaper sitems and tested
Tests: add TestTraceRealmRays unit test
Shows that there's a bug with TraceRealmRays - will submit next
Tests: ran unit tests
Merge from steering_wheel_lock_model
Optim: Use burst to generate sort jobs
Despite replacing previous optim, saves us another 0.1ms on top of it (4.25ms -> 4.15ms avg for 2k rays). Left a comment that we need alloc-free tasks to optim further(scheduling sort jobs is expensive, but thread safe).
Tests: ran unit tests
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
Optim: manually kick off sort jobs to worker threads when enough is accumulated
On a 2k TestTraceRays gives us 0.15ms (4.25ms -> 4.4ms). Building jobs using burst might be faster though, gonna try that next.
Tests: ran unit tests
Bugfix: ensure we free counts array only after all sorting jobs are done
Tests: ran unit tests (though they didn't catch it before)
updated parenting volume mesh of ghost ships
added individual volumes in select locations on top of buoys and cranes
Reduce max velocity calculation intervals
Tests: reduce ray count for Perf.TestTraceRay/-s to 2k
8k is too much, hangs serial rays. 2k is already very bad (3.4s avg per run for serial, 7.1ms for batched)
Tests: reran tests
Improved the custom asserts to log the expected and actual value when failing
Added some memory cell tests
Tests: Add TraceRay/-s perf tests
The numbers of serial vs batched are a bit too crazy(128 rays: 7.5ms vs 0.3ms; 1024: 716ms vs 2.2ms), but looks like managed sort is too costly. Need to investigate the 8k batched hang(5min+ )
Tests: ran the perf tests
initial reduction: 16->8 metal, 14->13 wood
Fixed a space station triangle roof conditional being toptier prefab
Fix another Big Wheel NRE that could happen when the deep sea wipes
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea
This solves footstep sounds and impact fx on the deep sea islands not working as expected
Had to emulate the SetupSplatLookup process from TerrainSplatMap
This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx
S2P all islands
Fix render bounds flooring
Fix corner LOD edge detection
LODs are now seamless
Fixed GroundWatch not working on small ramps
Merge from main
Merged PlayerModel.IK.cs and party_hat.prefab automatically
Decreasse Scientist RHIB AI HP by 40%
main -> scientist_boat_ai
autoturret_improvements -> main
quick_craft_improvements -> main
I left a bunch of logs again
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side
- Compile fix
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1
- Instantly reduced turret snapshots when aiming to a target
- Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
Removed deep sea portal avoidance code in cargo egressing logic, not needed