139,012 Commits over 4,474 Days - 1.29cph!

9 Days Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
9 Days Ago
merge from automated_testing
9 Days Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
9 Days Ago
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
9 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
9 Days Ago
merge from fix_realmed_remove_warning
9 Days Ago
Fix RealmedRemove warnings on small ramp and advent calendar
9 Days Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
9 Days Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
9 Days Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
9 Days Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
9 Days Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
9 Days Ago
jukebox prefab updated with greybox model
9 Days Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
9 Days Ago
merge from fix_baseentity_query_nre -> main
9 Days Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
9 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
9 Days Ago
syncvar_initialiser_support
9 Days Ago
Fix a few NREs called by the new initialiser support
9 Days Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
9 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
9 Days Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
9 Days Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
9 Days Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
9 Days Ago
merge from main -> fix_baseentity_query_nre
9 Days Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
9 Days Ago
merge from fix_breakin_sound_loop -> main
9 Days Ago
Fix the master key unlock not set to loop
9 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
9 Days Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
9 Days Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
9 Days Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
9 Days Ago
merge from fix_deep_sea_ladder -> main
9 Days Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
9 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
9 Days Ago
Move blocking into subsystem too
9 Days Ago
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
9 Days Ago
Syncvars now correctly identifiy and apply initialisers properly
9 Days Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
9 Days Ago
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
9 Days Ago
gamesroom pooltable & balls - enabled gpu instancing on mat
9 Days Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
9 Days Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
9 Days Ago
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
9 Days Ago
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
9 Days Ago
gamesroom pooltable - updated texture meta settings
9 Days Ago
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
9 Days Ago
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
9 Days Ago
merge from automated_testing
9 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