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6,961 Commits over 912 Days - 0.32cph!

8 Months Ago
Laser detector can now detect Vehicle_Large layer (tugboats)
8 Months Ago
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
8 Months Ago
More laser detector tests Cleanup
8 Months Ago
Throw and fail the test if SpawnEntity failed
8 Months Ago
Added laser detector tests
8 Months Ago
merge from untranslated_strings_fix
8 Months Ago
Fixed untranslated strings showing the token instead of defaulting to English
8 Months Ago
merge from hackweek_automatedtesting
8 Months Ago
Added commands to print the test list in a readable format Code cleanup
8 Months Ago
Changed WaitUntilAllSpawned to use WaitUntilWithTimeout Test list
8 Months Ago
Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
8 Months Ago
Added a test spawning and killing all entities, looking for NREs
8 Months Ago
merge from main
8 Months Ago
Cherrypick RendererBatch changes from 134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
8 Months Ago
Compile fix
8 Months Ago
Restored AutomatedTests scene in Scenes menu
8 Months Ago
Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios Had to split PasteEntitiesInternal into multiple methods
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
Added a setting in the editor prefs to disable tests list export when entering play mode Disabled by default
8 Months Ago
TestTrees cleanup
8 Months Ago
Cleaned up client/server ores tests Added comments
8 Months Ago
Fixed item test RPC factory
8 Months Ago
Fixed NRE when spawning auto NPC turret ent without their targetTrigger set Fixed NRE when spawning legacy shelter
8 Months Ago
FindBaseCombatEntityPrefabs exclude prefabs with CannotBeCreated tag Assigned the CannotBeCreated tag to cartable base prefab
8 Months Ago
Compile fix, third times the charm
8 Months Ago
Compile fix again
8 Months Ago
Compile fix
8 Months Ago
Moved all test runner convars to DEBUG only
8 Months Ago
Make sure the shore vector array is not filled with NaN values when water system is null
8 Months Ago
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
8 Months Ago
ResetStaticFields on TestRunner
8 Months Ago
Updated folder paths, updated test list
8 Months Ago
Renamed Tests folder to AutomatedTests
8 Months Ago
Wrapped all the test code in #if DEBUG
8 Months Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
8 Months Ago
Compile fixes
8 Months Ago
Strip LOD component from fridge power plate in skin viewer
8 Months Ago
merge from store_fixes
8 Months Ago
merge from store_fixes
8 Months Ago
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload
8 Months Ago
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
8 Months Ago
Fixed Owned tag overlapping with header text on skin tiles
8 Months Ago
Items in the cart are now translated correctly
8 Months Ago
Fixed gallery arrow showing up in the soundtrack DLC page
8 Months Ago
merge from skins_ingameicon
8 Months Ago
Set locomotive and workcart canvas LOD component as dynamic
8 Months Ago
merge from ui_overhead_optims
8 Months Ago
Keep the inventory canvas enabled when invisible, its causing issues with the item icon using legacy texts
8 Months Ago
merge from ui_overhead_optims