5,499 Commits over 731 Days - 0.31cph!
Gun trap building privilege tests
Added AssertTrueForDuration custom yield instruction
Added some shotgun trap tests
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Restored the CanFire check
Code cleanup while im here
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merge from flameturret_optims
merge from flameturret_optims/tests
Minor change to the new RemovePlayer method in BuildingPrivlidge
merge from flameturret_optims/tests
Added some flame turret tests
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Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client
The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Flame turret code cleanup
merge from linerenderer_lod_fix
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time
Fixes invisible string lights wires
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
merge from spacestation_storepages
Set sprite atlas enabled in builds only, was pushed by accident
Updated space station building skin store page media
merge from christmas2025_DLC
Improved the custom asserts to log the expected and actual value when failing
Added some memory cell tests
Removed deep sea portal avoidance code in cargo egressing logic, not needed
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea
Patrol heli cant target players in the deep sea
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
Fixed deep sea stuck in busy state if server restarted when its closing or opening
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merge from solarpanel_tests