134,055 Commits over 4,262 Days - 1.31cph!

25 Minutes Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
56 Minutes Ago
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
1 Hour Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
1 Hour Ago
Enable on foundation & triangle foundation
1 Hour Ago
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
1 Hour Ago
* 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
1 Hour Ago
Merge from naval_update
1 Hour Ago
Fixed tutorial island error
3 Hours Ago
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
3 Hours Ago
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
3 Hours Ago
scientist_boat_ai_inaccuracy -> main
3 Hours Ago
- Setup customizable properties (servervars) - Codegen
4 Hours Ago
adjust bouyancy pausing step
4 Hours Ago
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
5 Hours Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
5 Hours Ago
Block pickup of easel when painting is socketed
5 Hours Ago
Convert to interface for easel paintables, add photoframe support
5 Hours 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.
6 Hours Ago
Update: Codegen Tests: ran "check compile errors"
6 Hours Ago
Merge: from main
6 Hours Ago
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
Today
merge from spacestation_storepages
Today
Set sprite atlas enabled in builds only, was pushed by accident
Today
Updated space station building skin store page media
Today
Add easel top bar movement support, fix sockets for all(i hope) paintables
Today
correct assorted giftwrap store icon
Remove Phrases.asset - unused
Today
hooked up correct store icon for assorted giftwrap
Today
merge from main
Today
merge from main
Today
merge from christmas2025_DLC
Today
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
Today
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
Today
hooked up new store icons and square images on xmas wallpaper sitems and tested
Today
easel top bar separated
Today
Tests: add TestTraceRealmRays unit test Shows that there's a bug with TraceRealmRays - will submit next Tests: ran unit tests
Today
merge from main
Today
Merge from naval_update
Today
Merge from steering_wheel_lock_model
Today
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
Today
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.