reporust_rebootcancel

138,158 Commits over 4,505 Days - 1.28cph!

22 Days Ago
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
22 Days Ago
Merge the 3 separate Vis.Entities calls in ClearArea (players, construction, vegetation) into a single Vis.Entities with all the required layers, then pass the results to the 3 kill functions to parse.
22 Days Ago
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
22 Days Ago
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
22 Days Ago
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
22 Days Ago
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
22 Days Ago
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
22 Days Ago
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
22 Days Ago
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
22 Days Ago
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
22 Days Ago
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
22 Days Ago
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
22 Days Ago
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
22 Days Ago
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
22 Days Ago
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
22 Days Ago
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
22 Days Ago
Merge from playermaintainedmonuments
22 Days Ago
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
22 Days Ago
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
22 Days Ago
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
22 Days Ago
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
22 Days Ago
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
22 Days Ago
Added skin viewer to premium tab
22 Days Ago
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
22 Days Ago
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
22 Days Ago
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
22 Days Ago
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
22 Days Ago
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
22 Days Ago
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
22 Days Ago
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
22 Days Ago
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
22 Days Ago
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
22 Days Ago
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
22 Days Ago
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
22 Days Ago
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
22 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
22 Days Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
22 Days Ago
merge from hackweek_fuse_icon
22 Days Ago
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
22 Days Ago
UX changes + polish (animations/highlights/better guides)
22 Days Ago
Refactor demo controls styling into uss rather than just inline styling big chunks.
22 Days Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
22 Days Ago
merge from main
22 Days Ago
merge from shield anim subsystem
22 Days Ago
merge from main
22 Days Ago
Better subsystem blending values
22 Days Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
22 Days Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
22 Days Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
22 Days Ago
Clean up old code/states