6,661 Commits over 851 Days - 0.33cph!
Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing
merge from automated_testing
Fixed automated test prefabs being shipped to the client bundles
merge from deepsea_loot_balance
Rewrote the AI generated deep sea convar descriptions because holy yapping
merge from deepsea_loot_balance
Tweaked deepsea rhibs loot, less guns, removed the common scientist loot (pickaxe, green card, flares)
Fixed deep sea sulfur ore fields respawning metal
First pass of a raiding test recorder
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Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly
It was supposed to run only when necessary
merge from f1tools_demo_fix
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu
We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Fixed F1 menu tools tab not showing in demos
NRE fix for UI_Store.OnWarmupPage when the manifest is null
merge from store_nre_fix2
Fixed TestRunnerWindow error when opening foldouts
CTRL + Click on an asset path parameter pings the asset in the project window
Added to right click context menu too
Better logging on RustTestFixture::SpawnEntity
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Removed old AiManagedAgent class, old and useless
Subtracted
150385
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Updated seismic sensor levels:
- Mortar Shell: 2
- Fragmentation Mortar Shell: 1
- Cannonball: 1
Fixed OOB error on testscenario_rocketsplash5_turretpod
merge from automated_testing
merge from automated_testing/export_optims
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s
Same for allBaseCombatEntityPrefabs - 4s -> 300ms
+ some micro optims in other tests
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list
Bypasses the big ass export, its near instant depending on what you refresh
Test list is now sorted alphabetically so using the context menu doesnt shuffle things around
Fixed typo that included all editor tests to the server CI test list
Added a cache for FindPrefabPathsByLabel so two calls on the same label in the same export run are free
Refactoring and cleaning up TestListExporter
Added some timing logs, helps finding the slowest param resolutions
Forgot to refresh the test list
merge from automated_testing
Triangle bug splash test fixes
Moved one turretpod case to trianglebug
merge from automated_testing
Fixed tutorial completed commands not running quietly
merge from automated_testing
merge from automated_testing/raiding
Another raiding test and some inspector tweaks
Finally fixed the flaky raiding tests
Use SelectableLabel in the test runner window details panel so we can copy text there too
Added copy name/copy details context menu
Added context menu to test case and fixtures in TestRunnerWindow
- Open source file
- Copy
CTRL+C also works