5,421 Commits over 700 Days - 0.32cph!
Tweaked detail panel label styling
Fixed run test from json ignoring test parameters
merge from adventcalendar_effect_fix
Fixed another plane in the same effect
merge from adventcalendar_effect_fix
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
Added detail panel, can select tests to read their description and result message
Cache all the data instead of parsing everything in OnGUI
Some cleanup
Test runner window automatically loads the last results after a test suite has finished
Can run tests from the window
First pass of test runner editor window, still wip
merge from workcart_canvas_fix
Removed the rogue canvas on workcart_aboveground prefab
merge from blackjackmachine_optims
Reduced blackjack machine canvases culling distance
Added CanvasGroupEx (some helper methods to toggle them in one go)
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4
Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
Reduced workcart train cockpit canvas LOD distance
Also disabled it by default so its not always enabled until someone turn the engine on and off
merge from workcart_canvas_fix
merge from shotguntrap_optims/tests
merge from shotguntrap_optims
Gun trap building privilege tests
Added AssertTrueForDuration custom yield instruction
Added some shotgun trap tests
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Restored the CanFire check
Code cleanup while im here
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merge from flameturret_optims
merge from flameturret_optims/tests
Minor change to the new RemovePlayer method in BuildingPrivlidge
merge from flameturret_optims/tests
Added some flame turret tests
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Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client
The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Flame turret code cleanup
merge from linerenderer_lod_fix
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time
Fixes invisible string lights wires
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea