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132,518 Commits over 4,262 Days - 1.30cph!

3 Days Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
3 Days Ago
merge from spacestation_storepages
3 Days Ago
Set sprite atlas enabled in builds only, was pushed by accident
3 Days Ago
Updated space station building skin store page media
3 Days Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
3 Days Ago
correct assorted giftwrap store icon
3 Days Ago
Remove Phrases.asset - unused
3 Days Ago
hooked up correct store icon for assorted giftwrap
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
merge from christmas2025_DLC
3 Days 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
3 Days 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
3 Days Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
3 Days Ago
easel top bar separated
3 Days Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
3 Days Ago
merge from main
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from steering_wheel_lock_model
3 Days 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
3 Days Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
3 Days 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
3 Days 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)
3 Days Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
3 Days Ago
Reduce max velocity calculation intervals
3 Days 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
3 Days Ago
merge from memcell_tests
3 Days Ago
Test list
3 Days Ago
Improved the custom asserts to log the expected and actual value when failing
3 Days Ago
Added some memory cell tests
3 Days 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
3 Days Ago
initial reduction: 16->8 metal, 14->13 wood
3 Days Ago
Fixed a space station triangle roof conditional being toptier prefab
3 Days Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
3 Days Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
3 Days Ago
Merge from naval_update
3 Days Ago
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
3 Days Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
3 Days Ago
Fixed GroundWatch not working on small ramps
3 Days Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
5 Days Ago
Decreasse Scientist RHIB AI HP by 40%
5 Days Ago
main -> scientist_boat_ai
5 Days Ago
autoturret_improvements -> main
5 Days Ago
quick_craft_improvements -> main
5 Days Ago
I left a bunch of logs again
5 Days Ago
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
5 Days Ago
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
5 Days Ago
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5 Days Ago
merge from naval_update
5 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed