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132,437 Commits over 4,262 Days - 1.29cph!

Yesterday
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
Yesterday
scientist_boat_ai_inaccuracy -> main
Yesterday
- Setup customizable properties (servervars) - Codegen
Yesterday
adjust bouyancy pausing step
Yesterday
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
Yesterday
Block pickup of easel when painting is socketed
Yesterday
Convert to interface for easel paintables, add photoframe support
Yesterday
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.
Yesterday
Update: Codegen Tests: ran "check compile errors"
Yesterday
Merge: from main
Yesterday
Added space station skin roof top line mesh and conditional prefabs
Yesterday
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
Yesterday
merge from naval_update
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
Add a convar for debugging the boat ai flipping eject - Codegen
Yesterday
main -> mountplayersync_ai_bypass
Yesterday
missing_script_errors -> main
Yesterday
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
Yesterday
merge from spacestation_storepages
Yesterday
Set sprite atlas enabled in builds only, was pushed by accident
Yesterday
Updated space station building skin store page media
Yesterday
Add easel top bar movement support, fix sockets for all(i hope) paintables
Yesterday
correct assorted giftwrap store icon
Yesterday
Remove Phrases.asset - unused
Yesterday
hooked up correct store icon for assorted giftwrap
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from christmas2025_DLC
Yesterday
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
Yesterday
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
Yesterday
hooked up new store icons and square images on xmas wallpaper sitems and tested
Yesterday
easel top bar separated
Yesterday
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
Yesterday
merge from main
Yesterday
Merge from naval_update
Yesterday
Merge from steering_wheel_lock_model
Yesterday
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
Yesterday
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