6,474 Commits over 821 Days - 0.33cph!
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Fixed ghost ship loot spawning unparented and on top of each other
merge from automated_testing
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
Fixed passed/failed filter text width
Throw if the scoped convar doesn't have a SetOveride (methods)
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
Added new input system package
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
2/2
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
merge from tincanalarm_v2
Cant open tin can alarm when building blocked
Removed unknown region log spam in editor
merge from automated_testing
Optimised test runner window OnGUI stack
Editor test runs are faster
Removed hull_corner prefabs, unused
merge from automated_testing
Added category selection to the test runner window
merge from automated_testing
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
Updated some old client tests to use scoped convars
SetUp and TearDown can now fail the test is they throw
They run using ExecuteTestInternal like the tests
Test runner window now supports repeated tests
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Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
merge from deepsea_navmesh_optims
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)
merge from deepsea_loot_balance
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
merge from tincanalarm_v2
Can add flares inside the tin can alarm
merge from socialmenu_optims
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
Populate the friend list on init so the social button can show the online count
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
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
merge from automated_testing
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets