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6,474 Commits over 821 Days - 0.33cph!

25 Minutes Ago
merge from main
42 Minutes Ago
merge from deepsea_loot_balance
42 Minutes Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
56 Minutes Ago
Fixed tropical islands spawngroups respawning loot on top of each other
Today
Fixed ghost ship loot spawning unparented and on top of each other
Today
merge from main
Today
merge from automated_testing
Today
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
Today
Fixed passed/failed filter text width
Today
Throw if the scoped convar doesn't have a SetOveride (methods)
Today
Fixed scoped convars being case sensitive Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Today
merge from main
Yesterday
Added new input system package
Yesterday
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
Yesterday
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
Yesterday
merge from tincanalarm_v2
Yesterday
Cant open tin can alarm when building blocked
Yesterday
Removed unknown region log spam in editor
Yesterday
merge from automated_testing
Yesterday
Cleanup
Yesterday
Optimised test runner window OnGUI stack Editor test runs are faster
Yesterday
merge from main
Yesterday
Removed hull_corner prefabs, unused
Yesterday
merge from automated_testing
Yesterday
Added category selection to the test runner window
Yesterday
merge from automated_testing
Yesterday
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Yesterday
Updated some old client tests to use scoped convars
Yesterday
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Yesterday
Test runner window now supports repeated tests
2 Days Ago
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2 Days Ago
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3 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
3 Days Ago
merge from deepsea_navmesh_optims
3 Days Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
3 Days Ago
merge from deepsea_loot_balance
3 Days Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
3 Days Ago
merge from tincanalarm_v2
3 Days Ago
Can add flares inside the tin can alarm
3 Days Ago
merge from main
3 Days Ago
merge from socialmenu_optims
3 Days Ago
Compile fix
3 Days Ago
Restored NVIDIA reflex options being disabled if not supported Added DisableIfDlssNotSupported to DLSS option (was only on DLAA) Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
3 Days Ago
Populate the friend list on init so the social button can show the online count
3 Days Ago
merge from main
3 Days Ago
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
6 Days Ago
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s Fixed persona change triggering full friends list rebuild fixes stutters mid game for players with large friend lists
6 Days Ago
merge from main
6 Days Ago
merge from automated_testing
6 Days Ago
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets