134,018 Commits over 4,262 Days - 1.31cph!

Just Now
merge from main
Just Now
merge from main
Just Now
merge from christmas2025_DLC
7 Minutes 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
8 Minutes 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
12 Minutes Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
16 Minutes Ago
easel top bar separated
30 Minutes Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
1 Hour Ago
merge from main
1 Hour Ago
Merge from naval_update
1 Hour Ago
Merge from steering_wheel_lock_model
1 Hour 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
1 Hour Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
3 Hours 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
3 Hours 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)
3 Hours Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
3 Hours Ago
Reduce max velocity calculation intervals
3 Hours 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
3 Hours Ago
merge from memcell_tests
3 Hours Ago
Test list
3 Hours Ago
Improved the custom asserts to log the expected and actual value when failing
4 Hours Ago
Added some memory cell tests
4 Hours 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
4 Hours Ago
initial reduction: 16->8 metal, 14->13 wood
4 Hours Ago
Fixed a space station triangle roof conditional being toptier prefab
4 Hours Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
4 Hours Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Today
Merge from naval_update
Today
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
Today
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
Today
Fixed GroundWatch not working on small ramps
Today
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
Yesterday
Decreasse Scientist RHIB AI HP by 40%
Yesterday
main -> scientist_boat_ai
Yesterday
autoturret_improvements -> main
Yesterday
quick_craft_improvements -> main
Yesterday
I left a bunch of logs again
Yesterday
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
Yesterday
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
2 Days Ago
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2 Days Ago
merge from naval_update
2 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
2 Days Ago
merge from naval_update
2 Days Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
2 Days Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
2 Days Ago
merge from naval_update
2 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()
3 Days Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug