463 Commits over 1,249 Days - 0.02cph!
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
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merge from automated_test_entity_bounds_fixes
Refresh test list for merge
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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...)
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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
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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
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merge from ah_trajectory_mismatch_fix
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