userFlaviencancel

6,609 Commits over 821 Days - 0.34cph!

4 Hours Ago
Some TestScenario_RocketSplashDamage refactoring Added 3 new tests checking the triangle splash bug
Today
Copy paste preview improvements, we now spawn building block conditional model using the saved modelstate Some cleanup
Today
merge from automated_testing
Today
Fixed raiding tests CI filtering Test lists
Today
Fixed flacky raiding tests Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
Today
merge from automated_testing
Today
Fixed CI testlist loading
Today
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
Today
merge from automated_testing
Today
Didnt save
Today
Flagged tests that need to be ignored by CI
Today
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
Today
merge from main
Today
merge from main
Today
merge from placement_ignoreentity
Today
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
Today
merge from main
Today
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Today
merge from batteringramhead_health_fix
Today
Fixed battering ram head not showing its health
Today
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Today
merge from automated_testing
Today
Test list
Today
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
Today
merge from automated_testing
Today
CI testlist
Today
Excluded some prefabs from BaseCombatEntity tests Test list
Today
Test list
Today
Sprinkler tests cleanup and fixes
Yesterday
merge from automated_testing
Yesterday
Auto turret target death and item giving fixes
Yesterday
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
Yesterday
merge from automated_testing
Yesterday
Include AutomatedTests prefabs in the bundles
Yesterday
merge from automated_testing
Yesterday
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
Yesterday
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
Yesterday
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Yesterday
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Yesterday
merge from automated_testing
Yesterday
Autoturret tests cleanup and fixes
Yesterday
merge from main
Yesterday
HBHF sensor tests fixes
Yesterday
merge from hbhf_power_fix
Yesterday
merge from automated_testing
Yesterday
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
Yesterday
Fixed HBHF sensor retaining its detection state if powered off while detecting someone