134,036 Commits over 4,262 Days - 1.31cph!

5 Minutes Ago
Merge: from main
20 Minutes Ago
Added space station skin roof top line mesh and conditional prefabs
42 Minutes Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
42 Minutes Ago
merge from naval_update
54 Minutes 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
1 Hour 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
1 Hour 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
1 Hour Ago
Add a convar for debugging the boat ai flipping eject - Codegen
1 Hour Ago
main -> mountplayersync_ai_bypass
1 Hour Ago
missing_script_errors -> main
2 Hours Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
3 Hours Ago
merge from spacestation_storepages
3 Hours Ago
Set sprite atlas enabled in builds only, was pushed by accident
3 Hours Ago
Updated space station building skin store page media
3 Hours Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
3 Hours Ago
correct assorted giftwrap store icon
3 Hours Ago
Remove Phrases.asset - unused
3 Hours Ago
hooked up correct store icon for assorted giftwrap
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
merge from christmas2025_DLC
4 Hours 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
4 Hours 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
4 Hours Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
4 Hours Ago
easel top bar separated
4 Hours Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
5 Hours Ago
merge from main
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge from steering_wheel_lock_model
5 Hours 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
6 Hours Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
Today
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
Today
Bugfix: ensure we free counts array only after all sorting jobs are done Tests: ran unit tests (though they didn't catch it before)
Today
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
Today
Reduce max velocity calculation intervals
Today
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
Today
merge from memcell_tests
Today
Test list
Today
Improved the custom asserts to log the expected and actual value when failing
Today
Added some memory cell tests
Today
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
Today
initial reduction: 16->8 metal, 14->13 wood
Today
Fixed a space station triangle roof conditional being toptier prefab
Today
Fix another Big Wheel NRE that could happen when the deep sea wipes
Today
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Today
Merge from naval_update
Today
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
Today
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
Today
Fixed GroundWatch not working on small ramps
Today
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically