139,223 Commits over 4,474 Days - 1.30cph!

16 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
16 Days Ago
syncvar_initialiser_support
16 Days Ago
Fix a few NREs called by the new initialiser support
16 Days Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
16 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
16 Days Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
16 Days Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
16 Days Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
16 Days Ago
merge from main -> fix_baseentity_query_nre
16 Days Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
16 Days Ago
merge from fix_breakin_sound_loop -> main
16 Days Ago
Fix the master key unlock not set to loop
16 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
16 Days Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
16 Days Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
16 Days Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
16 Days Ago
merge from fix_deep_sea_ladder -> main
16 Days Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
16 Days Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor
16 Days Ago
Move blocking into subsystem too
16 Days Ago
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
16 Days Ago
Syncvars now correctly identifiy and apply initialisers properly
16 Days Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
16 Days Ago
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
16 Days Ago
gamesroom pooltable & balls - enabled gpu instancing on mat
16 Days Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
16 Days Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
16 Days Ago
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
16 Days Ago
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
16 Days Ago
gamesroom pooltable - updated texture meta settings
16 Days Ago
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
16 Days Ago
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
16 Days Ago
merge from automated_testing
16 Days Ago
Exclude monument prefabs from the tests in TestMeshes, saves a decent chunk of time to not scan these big prefabs, its also unnecessary since any colliders inside them will already be scanned as part of other prefabs
16 Days Ago
gamesroom pooltable balls - updated models meta settings
16 Days Ago
gamesroom pooltable - updated models meta settings for pooltable, pooltable col and balls
16 Days Ago
Add some profiler intstrumentation
16 Days Ago
gamesroom dart mat - enabled gpu instance on mats - updated model meta settings
16 Days Ago
gamesroom dart board - enabled gpu instance on mats - updated model meta settings
16 Days Ago
Premium screen progress
16 Days Ago
gamesroom shotgun trap - gib model meta updated
16 Days Ago
merge from tree_fence_collision_fix (fixes one more case)
16 Days Ago
Fix 8 collision meshes that import a material
16 Days Ago
New automated test that checks all collision meshes do not import a material as well (importing a material causes the mesh to be stripped from server builds) Found 10 cases of this issue across the project, confirmed ingame they have collision issues
16 Days Ago
merge from main
16 Days Ago
Update(tests): bypass init from prefab for MLRS in unit tests Tests: TestMTSave(MLRS) passes
16 Days Ago
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
16 Days Ago
gamesroom shotgun trap - gibs added - prefab updated
16 Days Ago
Founders Door - added double door frame greybox
16 Days Ago
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP