5,881 Commits over 762 Days - 0.32cph!
Fixed HBHF and simple light groundwatch
Fixed industrial light placement regression
merge from testrunner_editor
merge from testrunner_editor
Fixed some selection bugs
Split editor and runtime tests into two tabs
Styling changes
Added Open Results button, reorganized the button bars
Loading a result auto enables filtering, clearing results resets filtering
Fixed the test window not showing live results on some tests, unified the parameter normalization
Automated tests window changes:
- Added a rerun failed button
- Fixed the foldout arrows not clickable
- Leaving playmode mid tests cancel the run correctly and generate results
- Tests can only run in the automated test scene
- Run button shows a playmode icon if clicking it will start playmode
Fixed BBQ gibs not being skinned
merge from naval_update/io_boats
merge from workshop_unload_fix
Updated perf text to show the skins waiting to unload count
We now wait 120s before unloading a workshop skins with 0 references
Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Tweaked some prefabs ground watch, fixing issues on boats
merge from hackweek_more_tests
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20,
It must be large enough so the grid can always find the station regardless of where inside the build area we query from
Fixes IO entities on land connectable to edit mode boat sometimes
merge from wallpaper_playerboats
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
▄▋██▌▄▋▇▍ ▊▅▋▅▌▅▋▍▍▋▌▋ █▋▉▍ ▍▄▉▌▋▆ ▊▊▇▊▋▄▅ ▌▆▍▄█▋ ▉█▌▉▉ █▊▊▍
▉▌▇▋▉█▇▌▉▉▍ █▄▆▄▌▊ ▅▊ ▋▇▋ ▆█ ▊▍█▊ ▄▇▅▌█▆▉▉▉▄▇▉▊▅▋▇ ▍▌▌█ ▆▄▆▆▋ ▍▄ ▋▊▌▄▉▄ ▊▌▆▇▄▄ ▋▊▉▇▉▋▅▄▅▄▌▉▌ ▅▍ █▍▄▌▅ █▆ ▌▍▊ ▍▌ ▉▍▇▉▄▌ ▌▄▌▋▋▊ ▉▊▍ ▌▋▋▇▆ █▄▆▌▅▉▍ ▊▉ ▌▉▊▊▍
merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
▌▌█▆▇ ▇▆▇▊ ▍▋▍ ▆▊▅▉▋▋█▄█ ▄▄▄▍██▇ ▄▊▉ ▄▉▅▅ ▆▋▇▅▉▆▆▋▊ ▆▊█▇▉▅█▅▊ ▉▊▌▋ █▆▌▍▌▆ ▍▇ ▋▇▅ █▍▋ █▉▍▋▆▆ █▋▇▄▄▋▍▆ █▇▄█▇▉▇▄▆ ▊▇▍▋▆▉▆ ▇▍▊▇▄ ▉▋ ▌ █▉▇▊▍▌▌▅ ▆▋▍▇▇ ▊▅▇█ █▇▆▇▆▉▆▆ ▄▊▅▄▉▅ ▌ ▊▅▍ ▌▆▋▄▇▋▆▋ ▍▆▅▍▊ ▋▆▍▊
merge from dobuild_optims
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Removed the prefab lookup in SleepingBag::CanBuildBed
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
▉▇▇▇ ▄▇▅▆▋▆▉▆ ▋█▍▉ ▅▄ ▍▇▄▆▉█▉█▆▊▊▉▌▆▄▋▉▌▇▅▉▋▆▊▊▆▋▇█ ▉▄ ▋▍▌ ▍▅█▇▋ ▌▌▊ ▅▉▊▅█ ▆▅▄▍▅ ▅▄█▅▄▇ ▉▇▋▅ ▄▋▉ ▌▊▍▇▍▆▆▄ ▉▇ ▍▊▋▄▉▌█ ▅▇▊▍ ▉ ▍█▋▅▅▋█▄ ▊▉▇▍▋ ▉█ ▍▆▋ ▊▄▊▋▉ ▉▆▆▄ █▆▍▊▅▉▇▋ ▉▉▋▅▉▉█ ▊▇ ▆▌▇ ▄█▉▍▊ ▍▌ ▍▅▌▆▍▌▊▄▌▊▍▆██▋▌▇█▊▄█▅▄ ▅▆ █▍ ▄▄▋▄▄▅▊▇▉ ▊▆▌ ▆▍▉▊ ▍█▄▇▍▆▉ ▅█▍▍▇ ▋▅▋▄ █▍▉▍▅▊▍▄▋
Fixed string lights slack not hanging using world pos
merge from naval_update/io_boats
▇▉▉▌▋▅ ▍▅▄▇ ▋▄▊█▅▌█▉▉█▌▄█▊▆▋▌▅▊▄
▋█▊▇▉▄▋▊▅ ▋▉▊▋▋▆█▉ ▆▇ ▋▌▇▆ ▅▉▆▌▌▋ █▇▆▉▅▆ ▆▌▉▅▅ █▋▋▇▉▊▊▉▅▊▌▇▊▋▆█▆ ▉▋▇ ▆▍▌▋█▇▄ ▊█▄▉▍▄▅▆ ▅▉▍▉▌▉
merge from naval_update/io_boats
▍▆▍▍▉█ ▌▄▌▋ █▄▆▄▉ ▉▍ █▄██▊█ ▇█▅▇▄▋ ▉▆▇▅▌█▋▋▄▆▍▄▊ █▅ ▋▍▍▇▄ ▆▉ █▊█ ▄▇ ▌▊▉█▅▌ ▇▆█▅▍▇ ▉▌▌ ▌▅▅█▋ ▅▇▉▉▆▍▍ ▉▄ ▌▊▊▌▄
Fixed string lights Used flag not being reset correctly if the player stopped wiring at >5m from the box
It was blocking the "Wire" interaction, allowing you to edit the lights later
Fixed string lights mixing up local and world, its all local now