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377 Commits over 121 Days - 0.13cph!

4 Minutes Ago
Fixed NRE when isolating a wire and leaving building privilege
Today
WireColorSettings back to FileSystem.Load, but done correctly by inheriting BaseScriptableObject
Today
Fixed ignited fireworks delayed by the server limit never firing
Today
More null checks
Today
Fixed potential ClientIOLine NRE
Today
Changed WireColorSettings scriptables loading
Today
Restored powerline cable material shader
Today
Minor refacto for clarity
Today
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
Today
Same thing for no shadow lights missing their AmbientLightLOD component
Today
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
Yesterday
Re-implementing wire slack
Yesterday
Merged wiretool_fixes2 into wire_slacking
Yesterday
Fixed IO entities not being wirable near helis and boats (added the IgnoreWireCheck tag to their prevent building volume)
Yesterday
Compile fix
Yesterday
Fixed custom colored pie menu options not being colored properly (the wire tool selected color was always grey instead of the actual color)
Yesterday
More WireTool code cleanup and comments for future me
Yesterday
Fixed holding right click to disconnect a wire also clearing your pending wire, if any (caused by 94444)
2 Days Ago
Folders clean up
2 Days Ago
Fixed hoses using the wire directional materials, set them to use the new stripped wire shader
2 Days Ago
Fixed WireColorSettings scriptables loading
3 Days Ago
Merged main into wiretool_fixes2
3 Days Ago
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3 Days Ago
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3 Days Ago
Strip roman candle client gameobjects from server
3 Days Ago
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6 Days Ago
Code cleanup
6 Days Ago
Added more TreeLOD tests for bushes
6 Days Ago
Added TreeLOD tests
6 Days Ago
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
7 Days Ago
Fixed EntityRef warning during server startup
7 Days Ago
Added tree and ore gathering tests
7 Days Ago
Fixed a few flow issues when running multiple test fixtures one after the other
8 Days Ago
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
8 Days Ago
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
8 Days Ago
TestParameterSource field and property support
8 Days Ago
Added TestParameterSource attribute to allow dynamic parameter sources for tests
9 Days Ago
Improved test results formatting Added WaitUntilWithTimeout yield instruction
9 Days Ago
IO switch tests
9 Days Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
9 Days Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
9 Days Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
9 Days Ago
Added SetUp and TearDown methods executed before and after each test
10 Days Ago
Added a simple custom testing framework
10 Days Ago
Fixed IO UI showing wrong power values when wiring entities from output to input
11 Days Ago
Fixed Coffin storage adaptor socket position
12 Days Ago
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12 Days Ago
Fixed potential NRE when TCs are killed
13 Days Ago
Merged main into electricity_power_fixes/2/doorcontroller
13 Days Ago
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door