5,546 Commits over 731 Days - 0.32cph!
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
merge from naval_update/deep_sea
Fixed TreeEntityEditor not inheriting from BaseEntityEditor
Fixes bounds handles and manifest info not working properly for tree prefabs
Fixed palm_tree_tropical_short_d colliders
merge from naval_update/deep_sea
Force update sleeping bag map markers when toggling deep sea map layer
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
Updated ghost ship map marker icons
Fixed rotations not matching
Added search bar and failed/passed filtering
Added progress bar, some layout changes
TestRunner can return its progress at anytime when running tests
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible
Ground work for the future dashboard implementation
merge from automatedtesting
Prevent crossing if the vehicle has a non whitelisted vehicles parented
merge from naval_update/deep_sea
Fixed deep sea exit buoys being visible from the main land and the other way around
merge from sks_skinviewer
merge from sks_skinviewer
Added SKS to the skin viewer
Blacklisted deep sea rhib and PT boat from auto turret tests
Convar changed during tests are automatically restored to their past value once the test is done
Added a default test timeout so tests can't hang forever (can be overriden by TestTimeout)
Tests now log the full stack trace when throwing
+ some cleanup and logs
merge from naval_update/deep_sea
Tweaked island billboard distance from main camera far clip plane
Deep sea rads bypass the armor
Buoys LOD tweaks
merge from naval_update/deep_sea
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
Increased deep sea buoy flare LOD distance
Last deep sea wipe alarm now loops
Increased deep sea exit portal map marker size
Portal buoy lights change depending on deep sea state
merge from naval_update/deep_sea