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132,489 Commits over 4,262 Days - 1.30cph!

Yesterday
Fixed tutorial island error
Yesterday
Use Antihack.IsInsideMesh() to determine if a terrain corner is clipped into a rock, fixing foundations placed on top of tall rocks and clipped into it not being buildable
Yesterday
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
Yesterday
scientist_boat_ai_inaccuracy -> main
Yesterday
- Setup customizable properties (servervars) - Codegen
Yesterday
adjust bouyancy pausing step
2 Days Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
2 Days Ago
Block pickup of easel when painting is socketed
2 Days Ago
Convert to interface for easel paintables, add photoframe support
2 Days 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 Days Ago
Update: Codegen Tests: ran "check compile errors"
2 Days Ago
Merge: from main
2 Days Ago
Added space station skin roof top line mesh and conditional prefabs
2 Days Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
2 Days Ago
merge from naval_update
2 Days 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 Days 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 Days 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 Days Ago
Add a convar for debugging the boat ai flipping eject - Codegen
2 Days Ago
main -> mountplayersync_ai_bypass
2 Days Ago
missing_script_errors -> main
2 Days Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
2 Days Ago
merge from spacestation_storepages
2 Days Ago
Set sprite atlas enabled in builds only, was pushed by accident
2 Days Ago
Updated space station building skin store page media
2 Days Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
2 Days Ago
correct assorted giftwrap store icon
2 Days Ago
Remove Phrases.asset - unused
2 Days Ago
hooked up correct store icon for assorted giftwrap
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from christmas2025_DLC
2 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
2 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
2 Days Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
2 Days Ago
easel top bar separated
2 Days Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
2 Days Ago
merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from steering_wheel_lock_model
2 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
2 Days Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
2 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
2 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)
2 Days Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
2 Days Ago
Reduce max velocity calculation intervals
2 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
2 Days Ago
merge from memcell_tests
2 Days Ago
Test list
2 Days Ago
Improved the custom asserts to log the expected and actual value when failing