5,709 Commits over 762 Days - 0.31cph!
Fixed all artist canvases deploy volumes and missing prevent building collider
More old menu deleted prefabs
Deleting more old menu stuff
Started deleting old menu stuff, moved things around
Added skip main menu warmup option to the preferences
Sort pref fields alphabetically
Dev tools tab are instantiated on init instead of sitting in the prefab
Admin only tab setup
Added teleport button to admin UI player panel
Server admin UI tab progress
Item list flex scroll fixes
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Added keyboard controls to the item list
Item list fixes and optims
Fixed RobotoMono base material
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
merge from naval_update/deep_sea
Fixed TreeEntityEditor not inheriting from BaseEntityEditor
Fixes bounds handles and manifest info not working properly for tree prefabs
Fixed palm_tree_tropical_short_d colliders
merge from naval_update/deep_sea
Force update sleeping bag map markers when toggling deep sea map layer
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
Updated ghost ship map marker icons
Fixed rotations not matching
Added search bar and failed/passed filtering
Added progress bar, some layout changes
TestRunner can return its progress at anytime when running tests
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible
Ground work for the future dashboard implementation
merge from automatedtesting
Prevent crossing if the vehicle has a non whitelisted vehicles parented
merge from naval_update/deep_sea
Fixed deep sea exit buoys being visible from the main land and the other way around
merge from sks_skinviewer
merge from sks_skinviewer
Added SKS to the skin viewer
Blacklisted deep sea rhib and PT boat from auto turret tests
Convar changed during tests are automatically restored to their past value once the test is done
Added a default test timeout so tests can't hang forever (can be overriden by TestTimeout)
Tests now log the full stack trace when throwing
+ some cleanup and logs
merge from naval_update/deep_sea