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132,383 Commits over 4,262 Days - 1.29cph!

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
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.
Yesterday
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
Yesterday
Bugfix: ensure we free counts array only after all sorting jobs are done Tests: ran unit tests (though they didn't catch it before)
Yesterday
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
Yesterday
Reduce max velocity calculation intervals
Yesterday
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
Yesterday
merge from memcell_tests
Yesterday
Test list
Yesterday
Improved the custom asserts to log the expected and actual value when failing
Yesterday
Added some memory cell tests
Yesterday
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
Yesterday
initial reduction: 16->8 metal, 14->13 wood
Yesterday
Fixed a space station triangle roof conditional being toptier prefab
Yesterday
Fix another Big Wheel NRE that could happen when the deep sea wipes
Yesterday
Anchors can now be deployed over low walls, barriers, cannon walls and window frames