138,252 Commits over 4,474 Days - 1.29cph!

Today
merge from automated_testing
Today
only players in the game can reset the board, otherwise you must wait for idle endgame timer
Today
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
Today
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
Today
merge from fix_realmed_remove_warning
Today
Fix RealmedRemove warnings on small ramp and advent calendar
Today
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
Today
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
Today
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
Today
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
Today
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
Today
jukebox prefab updated with greybox model
Today
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
Today
merge from fix_baseentity_query_nre -> main
Today
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Today
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Today
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Today
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Today
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
Today
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
Today
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
Today
merge from main -> fix_baseentity_query_nre
Today
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
Today
merge from fix_breakin_sound_loop -> main
Today
Fix the master key unlock not set to loop
Today
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
Today
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
Today
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
Today
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
Today
merge from fix_deep_sea_ladder -> main
Today
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
Today
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
Today
Move blocking into subsystem too
Today
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
Syncvars now correctly identifiy and apply initialisers properly
Today
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
Today
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
Today
gamesroom pooltable & balls - enabled gpu instancing on mat
Today
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
Today
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
Today
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
Today
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
Today
gamesroom pooltable - updated texture meta settings
Today
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
Today
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
Today
merge from automated_testing
Today
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
Today
gamesroom pooltable balls - updated models meta settings