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132,415 Commits over 4,262 Days - 1.29cph!

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
Yesterday
initial reduction: 16->8 metal, 14->13 wood
Yesterday
Fixed a space station triangle roof conditional being toptier prefab
Yesterday
Fix another Big Wheel NRE that could happen when the deep sea wipes
Yesterday
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Yesterday
Merge from naval_update
Yesterday
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
Yesterday
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
Yesterday
Fixed GroundWatch not working on small ramps
Yesterday
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
3 Days Ago
Decreasse Scientist RHIB AI HP by 40%
3 Days Ago
main -> scientist_boat_ai
3 Days Ago
autoturret_improvements -> main
3 Days Ago
quick_craft_improvements -> main
3 Days Ago
I left a bunch of logs again
3 Days 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
3 Days 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
3 Days Ago
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3 Days Ago
merge from naval_update
3 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
3 Days Ago
merge from naval_update
3 Days Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
3 Days Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected