138,393 Commits over 4,474 Days - 1.29cph!

Yesterday
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
Yesterday
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
Yesterday
jukebox prefab updated with greybox model
Yesterday
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
Yesterday
merge from fix_baseentity_query_nre -> main
Yesterday
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Yesterday
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
Yesterday
syncvar_initialiser_support
Yesterday
Fix a few NREs called by the new initialiser support
Yesterday
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Yesterday
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Yesterday
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
Yesterday
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
Yesterday
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
Yesterday
merge from main -> fix_baseentity_query_nre
Yesterday
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
Yesterday
merge from fix_breakin_sound_loop -> main
Yesterday
Fix the master key unlock not set to loop
Yesterday
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
Yesterday
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
Yesterday
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
Yesterday
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
Yesterday
merge from fix_deep_sea_ladder -> main
Yesterday
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
Yesterday
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
Yesterday
Move blocking into subsystem too
Yesterday
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
Yesterday
Syncvars now correctly identifiy and apply initialisers properly
Yesterday
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
Yesterday
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
Yesterday
gamesroom pooltable & balls - enabled gpu instancing on mat
Yesterday
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
Yesterday
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
Yesterday
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
Yesterday
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
Yesterday
gamesroom pooltable - updated texture meta settings
Yesterday
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
Yesterday
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
Yesterday
merge from automated_testing
Yesterday
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
Yesterday
gamesroom pooltable balls - updated models meta settings
Yesterday
gamesroom pooltable - updated models meta settings for pooltable, pooltable col and balls
Yesterday
Add some profiler intstrumentation
Yesterday
gamesroom dart mat - enabled gpu instance on mats - updated model meta settings
Yesterday
gamesroom dart board - enabled gpu instance on mats - updated model meta settings
Yesterday
Premium screen progress
Yesterday
gamesroom shotgun trap - gib model meta updated
Yesterday
merge from tree_fence_collision_fix (fixes one more case)
Yesterday
Fix 8 collision meshes that import a material
Yesterday
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