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138,198 Commits over 4,505 Days - 1.28cph!

23 Days Ago
gamesroom pooltable - updated texture meta settings
23 Days Ago
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
23 Days Ago
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
23 Days Ago
merge from automated_testing
23 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
23 Days Ago
gamesroom pooltable balls - updated models meta settings
23 Days Ago
gamesroom pooltable - updated models meta settings for pooltable, pooltable col and balls
23 Days Ago
Add some profiler intstrumentation
23 Days Ago
gamesroom dart mat - enabled gpu instance on mats - updated model meta settings
23 Days Ago
gamesroom dart board - enabled gpu instance on mats - updated model meta settings
23 Days Ago
Premium screen progress
23 Days Ago
gamesroom shotgun trap - gib model meta updated
23 Days Ago
merge from tree_fence_collision_fix (fixes one more case)
23 Days Ago
Fix 8 collision meshes that import a material
23 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
23 Days Ago
merge from main
23 Days Ago
Update(tests): bypass init from prefab for MLRS in unit tests Tests: TestMTSave(MLRS) passes
23 Days Ago
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
23 Days Ago
gamesroom shotgun trap - gibs added - prefab updated
23 Days Ago
Founders Door - added double door frame greybox
23 Days Ago
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
23 Days Ago
Update(tests): patch BaseCorpse - also create NPCFoodManager for TestServer Tests: TestMTSave(LootableCorpse) passes
23 Days Ago
Update(tests): bypass trigger spawning in unit tests Tests: TestMTSave(Lift) - passes
23 Days Ago
obfuscation_analyzer -> main
23 Days Ago
merge from sv_console_history
23 Days Ago
Update(tests): patch HotAirBalloon Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
23 Days Ago
Remember and repopulate currently written console input text when scrolling all the way down after searching in the history
23 Days Ago
Initial barstool setup test with sitting subsystem
23 Days Ago
Update(tests): patch HackableLockedCrate Tests: TestMTSave(HackableLockedCrate) passes
23 Days Ago
Update(tests): patch GrowableEntity - also skip TOD queries in testing mode Tests: TestMTSave(GrowableEntity) passes
23 Days Ago
Update: patch FreeableLootContainer and LootContainer Tests: TestMTSave(FreeableLootContainer) passes
23 Days Ago
Update(tests): patch ElevatorLiftStatic Tests: TestMTSave(ElevatorLiftStatic) - passes
23 Days Ago
Update(tests): patch ElevatorLift Tests: TestMTSave(ElevatorLift) - passes
23 Days Ago
Update(tests): patch ElectricWaterWheel Tests: TestMTSave(ElectrictWaterWheel) - passes
23 Days Ago
Update(tests): TestServer now sets up empty topomap Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
23 Days Ago
Update(tests): patch DPV Tests: TestMTSave(DiverPropulsionVehicle) - passes
23 Days Ago
merge from game_room_dlc
23 Days Ago
add water treatment pipes procgen spawner to World Setup prefab
23 Days Ago
main -> game_room_dlc
23 Days Ago
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests Tests: TestMTSave(DigitalClock) passes
23 Days Ago
Update(tests): patch DeployableBoomBox Tests: TestMTSave(DepoyableBoomBox) passes
23 Days Ago
main -> obfuscation_analyser
23 Days Ago
Update(tests): patch ComputerStation Tests: TestMTSave(ComputerStation) - passes
23 Days Ago
- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP. - Updated the TerrainQuality script to no longer rely on the shaderLod convar. - Code gen
23 Days Ago
Update(tests): patch BoatBuildingStation Tests: TestMTSave(BoatBuildingStation) - passes
23 Days Ago
Merge from satellite_crash
23 Days Ago
Bump final_descent_seconds from 8 to 20
23 Days Ago
Update(tests): patch BuildingBlock - also skip EnsurePopulatedTriggersList if boatskin is null(it is in tests) Tests: TestMTSave(BoatBuildingBlock) - passes
23 Days Ago
Fixed bootstrap Translate server NRE
23 Days Ago
testlist