4,936 Commits over 639 Days - 0.32cph!
    
    
    
        
        
            
            
            
                
                Fixed skin viewer having the pumpkin lighting enabled at all time...
                
                
                
                
             
         
        
        
            
            
            
                
                Improve the carousel button behaviour in the full screen store page, now matches the web store
                
                
                
                
             
         
        
            
            
            
                
                Added RPG to weapons category
Fixed some owned tag issues
                
                
                
                
             
         
        
        
        
            
            
            
                
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                merge from laserdetector_tests
                
                
                
                
             
         
        
            
            
            
                
                Added a laser detector test for fast moving vehicles detection
                
                
                
                
             
         
        
            
            
            
                
                Laser detector can now detect Vehicle_Large layer (tugboats)
                
                
                
                
             
         
        
            
            
            
                
                Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
                
                
                
                
             
         
        
            
            
            
                
                More laser detector tests
Cleanup
                
                
                
                
             
         
        
            
            
            
                
                Throw and fail the test if SpawnEntity failed
                
                
                
                
             
         
        
            
            
            
                
                Added laser detector tests
                
                
                
                
             
         
        
            
            
            
                
                merge from untranslated_strings_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed untranslated strings showing the token instead of defaulting to English
                
                
                
                
             
         
        
            
            
            
                
                merge from hackweek_automatedtesting
                
                
                
                
             
         
        
            
            
            
                
                Added commands to print the test list in a readable format
Code cleanup
                
                
                
                
             
         
        
            
            
            
                
                Changed WaitUntilAllSpawned to use WaitUntilWithTimeout
Test list
                
                
                
                
             
         
        
            
            
            
                
                Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
                
                
                
                
             
         
        
            
            
            
                
                Added a test spawning and killing all entities, looking for NREs
                
                
                
                
             
         
        
        
            
            
            
                
                Cherrypick RendererBatch changes from 
134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
                
                
                
                
             
         
        
        
            
            
            
                
                Restored AutomatedTests scene in Scenes menu
                
                
                
                
             
         
        
            
            
            
                
                Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios 
Had to split PasteEntitiesInternal into multiple methods
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added a setting in the editor prefs to disable tests list export when entering play mode
Disabled by default
                
                
                
                
             
         
        
        
            
            
            
                
                Cleaned up client/server ores tests
Added comments
                
                
                
                
             
         
        
            
            
            
                
                Fixed item test RPC factory
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE when spawning auto NPC turret ent without their targetTrigger set
Fixed NRE when spawning legacy shelter
                
                
                
                
             
         
        
            
            
            
                
                FindBaseCombatEntityPrefabs exclude prefabs with CannotBeCreated tag
Assigned the CannotBeCreated tag to cartable base prefab
                
                
                
                
             
         
        
            
            
            
                
                Compile fix, third times the charm
                
                
                
                
             
         
        
        
        
            
            
            
                
                Moved all test runner convars to DEBUG only
                
                
                
                
             
         
        
            
            
            
                
                Make sure the shore vector array is not filled with NaN values when water system is null
                
                
                
                
             
         
        
            
            
            
                
                Actually we can't use ResetStaticFields here, its in a DEBUG define
Added the ResetStaticFields method in TestRunner.cs
                
                
                
                
             
         
        
            
            
            
                
                ResetStaticFields on TestRunner
                
                
                
                
             
         
        
            
            
            
                
                Updated folder paths, updated test list
                
                
                
                
             
         
        
            
            
            
                
                Renamed Tests folder to AutomatedTests
                
                
                
                
             
         
        
            
            
            
                
                Wrapped all the test code in #if DEBUG
                
                
                
                
             
         
        
            
            
            
                
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                Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)