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132,622 Commits over 4,262 Days - 1.30cph!

11 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
11 Days Ago
Add a convar for debugging the boat ai flipping eject - Codegen
11 Days Ago
main -> mountplayersync_ai_bypass
11 Days Ago
missing_script_errors -> main
11 Days Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
11 Days Ago
merge from spacestation_storepages
11 Days Ago
Set sprite atlas enabled in builds only, was pushed by accident
11 Days Ago
Updated space station building skin store page media
11 Days Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
11 Days Ago
correct assorted giftwrap store icon
11 Days Ago
Remove Phrases.asset - unused
11 Days Ago
hooked up correct store icon for assorted giftwrap
11 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
merge from christmas2025_DLC
11 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
11 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
11 Days Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
11 Days Ago
easel top bar separated
11 Days Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
11 Days Ago
merge from main
11 Days Ago
Merge from naval_update
11 Days Ago
Merge from steering_wheel_lock_model
11 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
11 Days Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
11 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
11 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)
11 Days Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
11 Days Ago
Reduce max velocity calculation intervals
11 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
11 Days Ago
merge from memcell_tests
11 Days Ago
Test list
11 Days Ago
Improved the custom asserts to log the expected and actual value when failing
11 Days Ago
Added some memory cell tests
11 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
11 Days Ago
initial reduction: 16->8 metal, 14->13 wood
11 Days Ago
Fixed a space station triangle roof conditional being toptier prefab
11 Days Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
11 Days Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
11 Days Ago
Merge from naval_update
11 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
11 Days Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
11 Days Ago
Fixed GroundWatch not working on small ramps
11 Days Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
13 Days Ago
Decreasse Scientist RHIB AI HP by 40%
13 Days Ago
main -> scientist_boat_ai
13 Days Ago
autoturret_improvements -> main
13 Days Ago
quick_craft_improvements -> main
13 Days Ago
I left a bunch of logs again
13 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