6,609 Commits over 821 Days - 0.34cph!
Some TestScenario_RocketSplashDamage refactoring
Added 3 new tests checking the triangle splash bug
Copy paste preview improvements, we now spawn building block conditional model using the saved modelstate
Some cleanup
merge from automated_testing
Fixed raiding tests CI filtering
Test lists
Fixed flacky raiding tests
Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
merge from automated_testing
Fixed CI testlist loading
Fixed WorkshopCameraKeybindAnchor still using old input system
Updated WorkshopEditor scene to remap the inputs
merge from automated_testing
Flagged tests that need to be ignored by CI
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line
CI testlist is generated when we generate the regular test list
Tests can be excluded from CI with the ExcludeFromCI attribute
Test parameter can be filtered too with FilterForCI in TestParameterSource
merge from placement_ignoreentity
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line
This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
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merge from batteringramhead_health_fix
Fixed battering ram head not showing its health
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merge from automated_testing
Moved cooking tests out of if UNITY_EDITOR
Renamed the tests
merge from automated_testing
Excluded some prefabs from BaseCombatEntity tests
Test list
Sprinkler tests cleanup and fixes
merge from automated_testing
Auto turret target death and item giving fixes
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
merge from automated_testing
Include AutomatedTests prefabs in the bundles
merge from automated_testing
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
More turret tests fixes, added debug convar to suppress randomness in the tick invokes
Reworked PlayerMountedToVehicle_PlayerTargeted
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merge from automated_testing
Autoturret tests cleanup and fixes
merge from hbhf_power_fix
merge from automated_testing
Wait for Application.isLoading to be false before starting test on cold boot and batch mode
SendNetworkUpdate early returns when Rust.Application.isLoading is true
Fixed HBHF sensor retaining its detection state if powered off while detecting someone