5,892 Commits over 762 Days - 0.32cph!
Store page baseline, skin viewer for the 16 boxes
Moved ghostship scripts in the right folder
Deep sea initial loot fill is now around 70%
Loot slowly respawns over time (except for elite crates and airdrops)
S2P all islands
Fixed wallpaper still using batching in boats
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
merge from naval_update/io_boats
Fixed pressure pads being deployable halfway through walls
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Restored spotlight and tripod spotlight deploy guides
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
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merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
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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)