137,278 Commits over 4,324 Days - 1.32cph!

2 Months Ago
main -> mountplayersync_ai_bypass
2 Months Ago
missing_script_errors -> main
2 Months Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
2 Months Ago
merge from spacestation_storepages
2 Months Ago
Set sprite atlas enabled in builds only, was pushed by accident
2 Months Ago
Updated space station building skin store page media
2 Months Ago
Add easel top bar movement support, fix sockets for all(i hope) paintables
2 Months Ago
correct assorted giftwrap store icon
2 Months Ago
Remove Phrases.asset - unused
2 Months Ago
hooked up correct store icon for assorted giftwrap
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from christmas2025_DLC
2 Months 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 Months 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 Months Ago
hooked up new store icons and square images on xmas wallpaper sitems and tested
2 Months Ago
easel top bar separated
2 Months Ago
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
2 Months Ago
merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from steering_wheel_lock_model
2 Months 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 Months Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
2 Months 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 Months 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 Months Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
2 Months Ago
Reduce max velocity calculation intervals
2 Months 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 Months Ago
merge from memcell_tests
2 Months Ago
Test list
2 Months Ago
Improved the custom asserts to log the expected and actual value when failing
2 Months Ago
Added some memory cell tests
2 Months 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
2 Months Ago
initial reduction: 16->8 metal, 14->13 wood
2 Months Ago
Fixed a space station triangle roof conditional being toptier prefab
2 Months Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
2 Months Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
2 Months Ago
Merge from naval_update
2 Months Ago
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
2 Months Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
2 Months Ago
Fixed GroundWatch not working on small ramps
2 Months Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
2 Months Ago
Decreasse Scientist RHIB AI HP by 40%
2 Months Ago
main -> scientist_boat_ai
2 Months Ago
autoturret_improvements -> main
2 Months Ago
quick_craft_improvements -> main
2 Months Ago
I left a bunch of logs again
2 Months 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 Months 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
2 Months Ago
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