2,533 Commits over 397 Days - 0.27cph!
Optimised explosion detection
Merged main into io_seismic_sensor
Enabled IO wiring near attack heli too
Pending wire updated with current slack
Fixed a few issues with moving wires
Drop applied to the world down vector on rotated transforms
Wire clearing working properly from both sides with slack levels
Merged main into wire_slacking
Fixed NRE when isolating a wire and leaving building privilege
WireColorSettings back to FileSystem.Load, but done correctly by inheriting BaseScriptableObject
Fixed ignited fireworks delayed by the server limit never firing
Fixed potential ClientIOLine NRE
Changed WireColorSettings scriptables loading
Restored powerline cable material shader
Minor refacto for clarity
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
Same thing for no shadow lights missing their AmbientLightLOD component
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
Re-implementing wire slack
Merged wiretool_fixes2 into wire_slacking
Fixed IO entities not being wirable near helis and boats (added the IgnoreWireCheck tag to their prevent building volume)
Fixed custom colored pie menu options not being colored properly
(the wire tool selected color was always grey instead of the actual color)
More WireTool code cleanup and comments for future me
Fixed holding right click to disconnect a wire also clearing your pending wire, if any (caused by 94444)
Fixed hoses using the wire directional materials, set them to use the new stripped wire shader
Fixed WireColorSettings scriptables loading
Merged main into wiretool_fixes2
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Strip roman candle client gameobjects from server
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Added more TreeLOD tests for bushes
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
Fixed EntityRef warning during server startup
Added tree and ore gathering tests
Fixed a few flow issues when running multiple test fixtures one after the other
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
TestParameterSource field and property support
Added TestParameterSource attribute to allow dynamic parameter sources for tests
Improved test results formatting
Added WaitUntilWithTimeout yield instruction
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming
Added SetUp and TearDown methods executed before and after each test
Added a simple custom testing framework