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420 Commits over 337 Days - 0.05cph!

4 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
5 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
5 Days Ago
Apply the door fix to the unused boat door
5 Days Ago
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5 Days Ago
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6 Days Ago
merge from collider_cleanup_feb_26
6 Days Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
6 Days Ago
merge from main
7 Days Ago
merge from ambient_light_fix
7 Days Ago
merge from collider_cleanup_feb_26
7 Days Ago
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7 Days Ago
merge from collider_cleanup_feb_26
7 Days Ago
Small pass over deployables recently converted to convex colliders Slightly more accurate, fix some missing materials Touched large battery, reactive target, water barrel, water purifier
7 Days Ago
Fix scaled netting collider on the bbs
7 Days Ago
Fix various collider issues for things placeable on boats, resolve stringpool warning spam, incorrect materials, offset or redundant colliders etc. Things touched are telephone, spotlights, splitter, single weapon racks, confetticannon, volcano fireworks, torch holder Manifest
7 Days Ago
Re-initialize stringpool for the deployable tests as part of the setup
7 Days Ago
merge from main
7 Days Ago
Fix more local / world space fun
7 Days Ago
merge from searchlight_worlddirection_fix
7 Days Ago
merge from main
8 Days Ago
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
8 Days Ago
merge from searchlight_worlddirection_fix
8 Days Ago
Fix searchlight not working correctly on boats
8 Days Ago
merge from redirect_snapping
8 Days Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
8 Days Ago
merge from hackweek_fill_containers_rand
8 Days Ago
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
8 Days Ago
merge from main
11 Days Ago
regenerate testlist
11 Days Ago
Compile fix
11 Days Ago
merge from boxes_dlc
11 Days Ago
merge from main
11 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
11 Days Ago
merge from hackweek_more_tests
11 Days Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
11 Days Ago
Deployable test for missing guide mesh
11 Days Ago
merge from hackweek_more_tests
11 Days Ago
Handle multiple groundwatch components in the groundwatch test
11 Days Ago
merge from main
11 Days Ago
crypt building skin works with upgrade_radius and related commands
11 Days Ago
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
12 Days Ago
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
12 Days Ago
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
12 Days Ago
merge from main
12 Days Ago
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13 Days Ago
merge from hackweek_more_tests
13 Days Ago
merge from /fixes
13 Days Ago
Redirect fixes - paintable reactive target category Misc -> Electrical - twitch rivals desk stack size 5 -> 1 and enable maintainMaxCondition - legacy wall and adobe gate had old ingredients and were recycling slightly wrong - innertube skins had missing ingredients and couldn't be recycled at all - enable allowBurying x4 - disable allowBurying x1 Tests now all green
13 Days Ago
merge from parent
13 Days Ago
Rework redirect tests, integrate most into TestItemDefinition Add descriptions, tweak assert messages Add a bunch more, testing for various differences of redirect <-> base item Finds 13 to fix