138,591 Commits over 4,474 Days - 1.29cph!

3 Days Ago
jukebox prefab updated with greybox model
3 Days Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
3 Days Ago
merge from fix_baseentity_query_nre -> main
3 Days Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
3 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
3 Days Ago
syncvar_initialiser_support
3 Days Ago
Fix a few NREs called by the new initialiser support
3 Days Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
3 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
3 Days Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
3 Days Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
3 Days Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
3 Days Ago
merge from main -> fix_baseentity_query_nre
3 Days Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
3 Days Ago
merge from fix_breakin_sound_loop -> main
3 Days Ago
Fix the master key unlock not set to loop
3 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
3 Days Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
3 Days Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
3 Days Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
3 Days Ago
merge from fix_deep_sea_ladder -> main
3 Days Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
3 Days Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor
3 Days Ago
Move blocking into subsystem too
3 Days Ago
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
3 Days Ago
Syncvars now correctly identifiy and apply initialisers properly
3 Days Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
3 Days Ago
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
3 Days Ago
gamesroom pooltable & balls - enabled gpu instancing on mat
3 Days Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
3 Days Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
3 Days Ago
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
3 Days Ago
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
3 Days Ago
gamesroom pooltable - updated texture meta settings
3 Days Ago
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
3 Days Ago
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
3 Days Ago
merge from automated_testing
3 Days Ago
Exclude monument prefabs from the tests in TestMeshes, saves a decent chunk of time to not scan these big prefabs, its also unnecessary since any colliders inside them will already be scanned as part of other prefabs
3 Days Ago
gamesroom pooltable balls - updated models meta settings
3 Days Ago
gamesroom pooltable - updated models meta settings for pooltable, pooltable col and balls
3 Days Ago
Add some profiler intstrumentation
3 Days Ago
gamesroom dart mat - enabled gpu instance on mats - updated model meta settings
3 Days Ago
gamesroom dart board - enabled gpu instance on mats - updated model meta settings
3 Days Ago
Premium screen progress
3 Days Ago
gamesroom shotgun trap - gib model meta updated
3 Days Ago
merge from tree_fence_collision_fix (fixes one more case)
3 Days Ago
Fix 8 collision meshes that import a material
3 Days Ago
New automated test that checks all collision meshes do not import a material as well (importing a material causes the mesh to be stripped from server builds) Found 10 cases of this issue across the project, confirmed ingame they have collision issues
3 Days Ago
merge from main
3 Days Ago
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save