134,109 Commits over 4,262 Days - 1.31cph!

Minor cleanup
More profiling
Don't need to check peekers if the target isn't a player. Should save us some cycles
main -> autoturret_improvements
Today
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
Today
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
Today
Basic cooking tests, checks smelting ore and cooking food on all ovens
Today
Enable on foundation & triangle foundation
Today
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
Today
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
Today
Merge from naval_update
Today
Fixed tutorial island error
Today
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
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
scientist_boat_ai_inaccuracy -> main
- Setup customizable properties (servervars) - Codegen
adjust bouyancy pausing step
Today
nil check undo Entities table when cleaning them up Remove unused pooled string Fix hook.Add name in main menu Added flags arg to PostDrawViewModel/PreDrawViewModel Fixed VOX map id replacing not working at all Fixes certain sentences.txt stuff not working properly Player.Spawn will also force exit the player from their vehicle Apply NOTEAMCOLLIDE in serverside ShouldCollide as well * This will run BEFORE Lua ShouldCollide * Fixes severe performance loss when many no collided players stand in the same spot Fixes for some potential crashes Allow Pre/PostPlayerDraw recursion up to 10 deep
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
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