134,069 Commits over 4,262 Days - 1.31cph!

Today
hooked up correct store icon for assorted giftwrap
Today
merge from main
Today
merge from main
Today
merge from christmas2025_DLC
Today
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
Today
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
Today
hooked up new store icons and square images on xmas wallpaper sitems and tested
Today
easel top bar separated
Today
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
Today
merge from main
Today
Merge from naval_update
Today
Merge from steering_wheel_lock_model
Today
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
Today
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
Yesterday
Merge from naval_update
Yesterday
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
Yesterday
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
Yesterday
Fixed GroundWatch not working on small ramps
Yesterday
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
2 Days Ago
Decreasse Scientist RHIB AI HP by 40%
2 Days Ago
main -> scientist_boat_ai
2 Days Ago
autoturret_improvements -> main
2 Days Ago
quick_craft_improvements -> main
2 Days Ago
I left a bunch of logs again
2 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
2 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
3 Days Ago
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3 Days Ago
merge from naval_update
3 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
3 Days Ago
merge from naval_update
3 Days Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
3 Days Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
3 Days Ago
merge from naval_update
3 Days Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
3 Days Ago
Bypass placing in rock check for square & triangle foundation - allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally - should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
3 Days Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()