138,080 Commits over 4,474 Days - 1.29cph!
Update(tests): patch GrowableEntity
- also skip TOD queries in testing mode
Tests: TestMTSave(GrowableEntity) passes
Update: patch FreeableLootContainer and LootContainer
Tests: TestMTSave(FreeableLootContainer) passes
Update(tests): patch ElevatorLiftStatic
Tests: TestMTSave(ElevatorLiftStatic) - passes
Update(tests): patch ElevatorLift
Tests: TestMTSave(ElevatorLift) - passes
Update(tests): patch ElectricWaterWheel
Tests: TestMTSave(ElectrictWaterWheel) - passes
Update(tests): TestServer now sets up empty topomap
Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
Update(tests): patch DPV
Tests: TestMTSave(DiverPropulsionVehicle) - passes
add water treatment pipes procgen spawner to World Setup prefab
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests
Tests: TestMTSave(DigitalClock) passes
Update(tests): patch DeployableBoomBox
Tests: TestMTSave(DepoyableBoomBox) passes
main -> obfuscation_analyser
Update(tests): patch ComputerStation
Tests: TestMTSave(ComputerStation) - passes
- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP.
- Updated the TerrainQuality script to no longer rely on the shaderLod convar.
- Code gen
Update(tests): patch BoatBuildingStation
Tests: TestMTSave(BoatBuildingStation) - passes
Merge from satellite_crash
Bump final_descent_seconds from 8 to 20
Update(tests): patch BuildingBlock
- also skip EnsurePopulatedTriggersList if boatskin is null(it is in tests)
Tests: TestMTSave(BoatBuildingBlock) - passes
Fixed bootstrap Translate server NRE
Update(tests): Patch BlackjackMachine
- skip sub entity spawning in testing mode
Tests: TestMTSave(BlackjackMachine) - passes
Update(tests): patch Bike
- also implemented TestFuelSystem.GetFuelAmount and Capacity
Tests: TestMTSave(Bike) - fails on transform access
Swap out Source Generator analyser for Code Analyzer version
Update(tests): patch BaseSiegeWeapon and BatteringRam
- implemented TestFuelSystem.GetFuelFraction
Tests: TestMTSave(BatteringRam) - now fails on transform access
Update(tests): patch BaseSubmarine
Tests: TestMTSave(BaseSubmarine) - now fails on TimeSince
gamesroom shotgun trap
- LODs added
- game model updated
- prefab updated
- enabled gpu instancing for its material
Added the missing blit from the DoF pass and updated the way the copy texture is set up
Update(tests): patch BasePlayer
Tests: TestMTSave(BasePet - a lil weird, but okay) - fails on TimeUntil
Update(tests): patch BaseBoat
Tests: TestMTSave(BaseBoat), now fails on TimeSince
Update(tests): patch AutoTurret
Tests: TestMTSave(AutoTurret) passes
Update(tests): patch PlayerHelicopter for TestMTSave
- added IFuelSystem.TestFuelSystem, mostly duds
Tests: ran TestMTSave(PlayerHelicopter), still fails, but now around TimeSince
Update(tests): patch BaseVehicle, BaseHelicopter for TestMTSave(TwitchBus)
- also skip spawning marker for CH47 in unit test mode
Tests: TestMTSave(TwitchBus) passes
Merge from satellite_crash
Merge from countdown_monitor
Bugfix(tests): path CargoShip and skip some prefab logic for TestMTSave
Tests: TestMTSave(CargoShip) passes
Add a hatched effect to targeting circle.
Bugfix(tests): patch OreHopper.oreOutputMesh in TestMTSave
Tests: TestMTSave(OreHopper) passes
Generate higher res targeting circles with consistent width borders.
Double thickness of connecting line.
Fix mounting the computer chair backwards like a cool kid.
Bugfix(tests): patch up ItemContainers.allowedItems in TestMTSave setup
Tests: ran TestMTSave tests, 343 -> 298 failures
merge from cui_multi_destroyui
Bugfix(tests): catch exceptions raised when killing spawned entities on test cleanup
Allows us to clean up entire spawnable list, permitting other tests in the queue to succeed if they don't mind the poisoned state
Tests: ran all TestMTSave, 354 failures out of 637
merge from hackweek_creativemode_ui