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135,582 Commits over 4,324 Days - 1.31cph!

2 Months Ago
Block pickup of easel when painting is socketed
2 Months Ago
Convert to interface for easel paintables, add photoframe support
2 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.
2 Months Ago
Update: Codegen Tests: ran "check compile errors"
2 Months Ago
Merge: from main
2 Months Ago
Added space station skin roof top line mesh and conditional prefabs
2 Months Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
2 Months Ago
merge from naval_update
2 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
2 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
2 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
2 Months Ago
Add a convar for debugging the boat ai flipping eject - Codegen
2 Months Ago
main -> mountplayersync_ai_bypass
2 Months Ago
missing_script_errors -> main
2 Months Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
2 Months Ago
merge from spacestation_storepages
2 Months Ago
Set sprite atlas enabled in builds only, was pushed by accident
2 Months Ago
Updated space station building skin store page media
2 Months Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
2 Months Ago
correct assorted giftwrap store icon
2 Months Ago
Remove Phrases.asset - unused
2 Months Ago
hooked up correct store icon for assorted giftwrap
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from christmas2025_DLC
2 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
2 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
2 Months Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
2 Months Ago
easel top bar separated
2 Months Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
2 Months Ago
merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from steering_wheel_lock_model
2 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
2 Months Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
2 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
2 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)
2 Months Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
2 Months Ago
Reduce max velocity calculation intervals
2 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
2 Months Ago
merge from memcell_tests
2 Months Ago
Test list
2 Months Ago
Improved the custom asserts to log the expected and actual value when failing
2 Months Ago
Added some memory cell tests
2 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
2 Months Ago
initial reduction: 16->8 metal, 14->13 wood
2 Months Ago
Fixed a space station triangle roof conditional being toptier prefab
2 Months Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
2 Months Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
2 Months Ago
Merge from naval_update