userFlaviencancel
reporust_rebootcancel

3,791 Commits over 547 Days - 0.29cph!

5 Months Ago
More rocket splash test scenarios Improved the gizmos, refactoring
5 Months Ago
Improved server projectile trajectory prediction Folders
5 Months Ago
Door controller tests tweaks
5 Months Ago
Prefab test scenario system (very wip) - Allow us to create more complex tests that aren't practical to write entirely by code - Scenario prefabs placed in the correct folders are automatically added to the test list - Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
5 Months Ago
UI prefab setup
5 Months Ago
Added triangle and foundation splash bug tests, both failing
5 Months Ago
More rocket tests Refactoring
5 Months Ago
Changed the test results json structure
5 Months Ago
Rocket splash damage test
5 Months Ago
Rocket tests: fire rockets at all doors and building blocks (every grade, every skin) and verify that everything works
5 Months Ago
Nested coroutine tests support
5 Months Ago
Added parameter field in TestResultEntry Fixed empty testrunner run command erroring
5 Months Ago
Export test results in the server directory
5 Months Ago
Added cancel command, to cancel the current test run
5 Months Ago
Split server and client tests correctly into different folders Compile fixes
5 Months Ago
Generate json results after each test run Cleanup
5 Months Ago
Added TestListExporter, exporting all tests to a json file Refactored test runner to read from the master json list Added new commands: run tests from a json file, run all tests from a category
5 Months Ago
Better test result logging in the console Fixed sync tests not throwing caught exceptions
5 Months Ago
Door controller, blocker, branch, AND switch, OR switch tests cleanup
5 Months Ago
Fixed RidableHorse2.VehicleFixedUpdate server NRE
5 Months Ago
Faster and cleaner AND switch tests
5 Months Ago
Door controller server tests
5 Months Ago
Fixed some old failing tests New test utils, code cleanup
5 Months Ago
merge from main
5 Months Ago
Fixed door controller side inputs adding active usage to batteries When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input Fixed the exact same bug with industrial conveyors
5 Months Ago
Tweaked static ballista deploy volumes and dismount pos
5 Months Ago
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
5 Months Ago
Static ballista mount/dismount sounds
5 Months Ago
merge from main
5 Months Ago
merge from main/horse2_fixes/handling
5 Months Ago
Increased minimum air time before ragdoll Increased collision damage threshold to trigger ragdoll Less gravity and higher minimum airtime before taking fall damage
5 Months Ago
Tweaked turn speed when holding ctrl Tweaked head movements
5 Months Ago
Added a gametip mentioning the new horse controls (ctrl for sharper turns) Also added to the loading screen tip pool
5 Months Ago
Tweaked in-place turning behaviour Decreased gait progression interval when holding shift
5 Months Ago
merge from main/horse2_fixes
5 Months Ago
Skeleton compile fix
5 Months Ago
merge from main/horse2_fixes
5 Months Ago
Compile fix, don't use Skeleton to reset bone pos for now
5 Months Ago
merge from main/horse2_fixes
5 Months Ago
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
5 Months Ago
Restored horse animation speed reset when exiting ragdoll
5 Months Ago
Reset horses server and client bone local positions after exiting ragdoll Reset lastMovingTime when exiting ragdoll
5 Months Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
5 Months Ago
Duplicated and null ingredients ItemDefiniton tests
5 Months Ago
Fixed ice high wall double ingredients
5 Months Ago
5 Months Ago
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5 Months Ago
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5 Months Ago
Phrase update
5 Months Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage