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132,489 Commits over 4,262 Days - 1.30cph!

Yesterday
Fixed tutorial island error
Yesterday
Use Antihack.IsInsideMesh() to determine if a terrain corner is clipped into a rock, fixing foundations placed on top of tall rocks and clipped into it not being buildable
2 Days Ago
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
2 Days Ago
adjust bouyancy pausing step
2 Days Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
2 Days Ago
Block pickup of easel when painting is socketed
2 Days Ago
Convert to interface for easel paintables, add photoframe support
2 Days Ago
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.
2 Days Ago
Update: Codegen Tests: ran "check compile errors"
2 Days Ago
Merge: from main
2 Days Ago
Added space station skin roof top line mesh and conditional prefabs
2 Days Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
2 Days Ago
merge from naval_update
2 Days Ago
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
2 Days Ago
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
2 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
2 Days Ago
Add a convar for debugging the boat ai flipping eject - Codegen
2 Days Ago
main -> mountplayersync_ai_bypass
2 Days Ago
missing_script_errors -> main
2 Days Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
2 Days Ago
merge from spacestation_storepages
2 Days Ago
Set sprite atlas enabled in builds only, was pushed by accident
2 Days Ago
Updated space station building skin store page media
2 Days Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
2 Days Ago
correct assorted giftwrap store icon
2 Days Ago
Remove Phrases.asset - unused
2 Days Ago
hooked up correct store icon for assorted giftwrap
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from christmas2025_DLC
2 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
2 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
2 Days Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
2 Days Ago
easel top bar separated
2 Days Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
2 Days Ago
merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from steering_wheel_lock_model
2 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
2 Days Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
2 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
2 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)
2 Days Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
2 Days Ago
Reduce max velocity calculation intervals
2 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
2 Days Ago
merge from memcell_tests
2 Days Ago
Test list
2 Days Ago
Improved the custom asserts to log the expected and actual value when failing