203 Commits over 1,096 Days - 0.01cph!
merge from automated_test_entity_bounds_fixes
merge from /misc_prefab_fixes
Extended the DeployVolumeOBB on woodframe.standing to extend along the whole face of the frame (also fixes it being able to be placed through floors).
All `Deployable_WorldSpaceBounds_NotSignificantlyLargerThanDeployVolume` tests now pass :tada:
Wooden floor spikes : slightly increased the NotInBox to fix the 0.62m overhang. Test now passes
Barbed wooden barricade : slightly modified the NotInSphere's to fix the 0.7m overhang. Test now passes
Forgot to make the wooden barricade prefab not active again after changing it last commit
Wooden barricade : slightly modified the NotInSphere's to fix the 0.63m overhang. Test now passes
Medieval Barricade : raise the NotInSphere's slightly to fix the 0.57m test failure overhang. Test now passes
merge from /misc_prefab_fixes
Fixed above ground pool being able to be clipped into construction on placement
Fixed DeployVolumeOBB on the paddling pool
- Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction
- Added vehicle large to the layers
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items.
Now using a single box for the check.
Fixed triangle planter and triangle railroad planter variant deploy bounds.
- Increased height of existing edge bounds so it can't be placed over small items
- Repurposed and fixed old deactivated centre bounds to cover the gap
- Renamed/reorganised the objects in Unity
- Tested in editor. Snapping, planting and other behaviour is preserved
Manually adjusted christmas lights (xmas.lightstring) bounds to only cover the collider. Tested in editor, no behaviour change. Test passes
Adjusted how sockets are counted in the test. Fireplace now passes
Recalculate bounds on the champagne firework `MortarChampagne`
Recalculated bounds on medium battery
Recalculated bounds on water barrel
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
sail.deployed:
- Set prefab position at origin
- increased upper deploy volume X by 0.22 to be under the 0.5m overhang
Test passes
Added shelf
14935
- Reduce maxOverhangMetres to 0.5f
- Exclude hidden item definitions
- Only include deploy volumes that affect constructions
- Include DeployVolumeEntityBounds
- Do not include DeployVolumeEntityBoundsReverse
- Account for sockets
merge from automated_test_entity_bounds_fixes
Refresh test list for merge
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
Tidy up how deployables are filtered for this test by using a new TestParameterSource
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
Never failed but ran recalculate bounds on flameturret.deployed
Exclude electric.windmill.small from the test. All tests pass :tada:
Manually shrank SnowMachine bounds to only cover the deployable. The snow effect didn't need to be covered. Tested in Craggy, no behaviour change. Test passes
Recalculated bounds on igniter.deployed. Test passes
Removed unneeded Mesh Filter component on the Server object of the electrical.heater as it was contributing to significant Bounds. Recalculated bounds. Test passes
New automated test to check all deployables for BaseEntity bounds significantly larger than the deploy volume. Included exclusions for deployables that have intended oversized bounds (doors, constructables, high externals...)
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
merge from large_oilrig_misc_fixes
Changed all "collider_helper" gameobject colliders on large oilrig to use the Prevent Movement layer so you never get Line Of Sight antihack violations/invalids when shooting directly down from vent openings. These colliders exist to help you get inside the vents. Ran S2P
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
merge from ah_trajectory_mismatch_fix
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids
Skip spawning Xmas event gifts to debug.invis players
Don't spawn eggs/candy for debug.invis players during seasonal events
Missed style file (rhyme time)
Change Image material on buttons so they all appear white
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements