reporust_rebootcancel

132,361 Commits over 4,262 Days - 1.29cph!

16 Minutes Ago
Merge from naval_update
16 Minutes Ago
Make cooking tests editor only for now
27 Minutes Ago
Merge from naval_update
29 Minutes Ago
Industrial NRE checks
1 Hour Ago
Update tests to better reflect new update flow
1 Hour Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
1 Hour Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
2 Hours Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
3 Hours Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
3 Hours Ago
Split off autoturret ammo updating into its own queue
4 Hours Ago
No need to sort rays - we are looping over them all anyway I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit The scale of the sorting is
4 Hours Ago
Minor cleanup
4 Hours Ago
More profiling
4 Hours Ago
Don't need to check peekers if the target isn't a player. Should save us some cycles
5 Hours Ago
main -> autoturret_improvements
5 Hours Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
5 Hours Ago
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
6 Hours Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
Today
Enable on foundation & triangle foundation
Today
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
Today
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
Today
Merge from naval_update
Today
Fixed tutorial island error
Today
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
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
scientist_boat_ai_inaccuracy -> main
- Setup customizable properties (servervars) - Codegen
adjust bouyancy pausing step
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
Today
Block pickup of easel when painting is socketed
Today
Convert to interface for easel paintables, add photoframe support
Today
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.
Today
Update: Codegen Tests: ran "check compile errors"
Today
Merge: from main
Today
Added space station skin roof top line mesh and conditional prefabs
Today
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
Today
merge from naval_update
Today
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
Today
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
Today
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
Add a convar for debugging the boat ai flipping eject - Codegen
main -> mountplayersync_ai_bypass
missing_script_errors -> main
Today
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
Today
merge from spacestation_storepages
Today
Set sprite atlas enabled in builds only, was pushed by accident
Today
Updated space station building skin store page media
Today
Add easel top bar movement support, fix sockets for all(i hope) paintables
Today
correct assorted giftwrap store icon
Remove Phrases.asset - unused