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155,223 Commits over 4,536 Days - 1.43cph!

10 Months Ago
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
10 Months Ago
scientist_boat_ai_inaccuracy -> main
10 Months Ago
- Setup customizable properties (servervars) - Codegen
10 Months Ago
adjust bouyancy pausing step
10 Months Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
10 Months Ago
Block pickup of easel when painting is socketed
10 Months Ago
Convert to interface for easel paintables, add photoframe support
10 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: triggerparent.tickmode 0-3 (0 default) - various implementations for TriggerParent.OnTick execution, can be switched at runtime. Tests: unit tests + building a boat, jumping around on it, trying going under it and climbing ladders and stairs.
10 Months Ago
Update: Codegen Tests: ran "check compile errors"
10 Months Ago
Merge: from main
10 Months Ago
Added space station skin roof top line mesh and conditional prefabs
10 Months Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
10 Months Ago
merge from naval_update
10 Months Ago
Optim: in tickmode 3, run OverlapOBB and TraceRealm queries in parallel Should help in many-boats-players scenarios, in theory Tests: built a boat and jumped around as it was moving
10 Months Ago
Bugfix: SelectNearestNHitsJob - ensure we emit an end if we couldn't select requested number of hits - Added couple early returns to avoid div by 0 issues Tests: rode a boat with tickmode 3
10 Months Ago
Update: initial full version of TriggerParent.ShouldParentEntitiesJobs inlines ToClipping so that we can batch OverlapOBB, but doesn't batch expensive-but-rare checks - need to see if we need this during playtest Tests: built a boat, finished it, enabled tickmode 3, tried jumping on/off the boat
10 Months Ago
Add a convar for debugging the boat ai flipping eject - Codegen
10 Months Ago
main -> mountplayersync_ai_bypass
10 Months Ago
missing_script_errors -> main
10 Months Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
10 Months Ago
merge from spacestation_storepages
10 Months Ago
Set sprite atlas enabled in builds only, was pushed by accident
10 Months Ago
Updated space station building skin store page media
10 Months Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
10 Months Ago
correct assorted giftwrap store icon
10 Months Ago
Remove Phrases.asset - unused
10 Months Ago
hooked up correct store icon for assorted giftwrap
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
merge from christmas2025_DLC
10 Months Ago
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
10 Months Ago
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
10 Months Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
10 Months Ago
easel top bar separated
10 Months Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
10 Months Ago
merge from main
10 Months Ago
Merge from naval_update
10 Months Ago
Merge from steering_wheel_lock_model
10 Months Ago
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
10 Months Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
10 Months Ago
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
10 Months Ago
Bugfix: ensure we free counts array only after all sorting jobs are done Tests: ran unit tests (though they didn't catch it before)
10 Months Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
10 Months Ago
Reduce max velocity calculation intervals
10 Months Ago
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
10 Months Ago
merge from memcell_tests
10 Months Ago
Test list
10 Months Ago
Improved the custom asserts to log the expected and actual value when failing
10 Months Ago
Added some memory cell tests
10 Months Ago
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