reporust_rebootcancel

136,466 Commits over 4,474 Days - 1.27cph!

6 Hours Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
6 Hours Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
6 Hours Ago
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
6 Hours Ago
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
Today
gamesroom pooltable - updated models meta settings for pooltable, pooltable col and balls
Today
Add some profiler intstrumentation
Today
gamesroom dart mat - enabled gpu instance on mats - updated model meta settings
Today
gamesroom dart board - enabled gpu instance on mats - updated model meta settings
Today
Premium screen progress
Today
gamesroom shotgun trap - gib model meta updated
Today
merge from tree_fence_collision_fix (fixes one more case)
Today
Fix 8 collision meshes that import a material
Today
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
Today
merge from main
Today
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
Today
gamesroom shotgun trap - gibs added - prefab updated
Today
Founders Door - added double door frame greybox
Today
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
Today
Update(tests): patch BaseCorpse - also create NPCFoodManager for TestServer Tests: TestMTSave(LootableCorpse) passes
Today
Update(tests): bypass trigger spawning in unit tests Tests: TestMTSave(Lift) - passes
obfuscation_analyzer -> main
Today
merge from sv_console_history
Today
Update(tests): patch HotAirBalloon Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
Today
Remember and repopulate currently written console input text when scrolling all the way down after searching in the history
Today
Initial barstool setup test with sitting subsystem
Today
Update(tests): patch HackableLockedCrate Tests: TestMTSave(HackableLockedCrate) passes
Today
Update(tests): patch GrowableEntity - also skip TOD queries in testing mode Tests: TestMTSave(GrowableEntity) passes
Today
Update: patch FreeableLootContainer and LootContainer Tests: TestMTSave(FreeableLootContainer) passes
Today
Update(tests): patch ElevatorLiftStatic Tests: TestMTSave(ElevatorLiftStatic) - passes
Today
Update(tests): patch ElevatorLift Tests: TestMTSave(ElevatorLift) - passes
Today
Update(tests): patch ElectricWaterWheel Tests: TestMTSave(ElectrictWaterWheel) - passes
Today
Update(tests): TestServer now sets up empty topomap Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
Today
Update(tests): patch DPV Tests: TestMTSave(DiverPropulsionVehicle) - passes
Today
merge from game_room_dlc
Today
add water treatment pipes procgen spawner to World Setup prefab
main -> game_room_dlc
Today
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests Tests: TestMTSave(DigitalClock) passes
Today
Update(tests): patch DeployableBoomBox Tests: TestMTSave(DepoyableBoomBox) passes
main -> obfuscation_analyser
Today
Update(tests): patch ComputerStation Tests: TestMTSave(ComputerStation) - passes
Today
- 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
Today
Update(tests): patch BoatBuildingStation Tests: TestMTSave(BoatBuildingStation) - passes
Today
Merge from satellite_crash
Today
Bump final_descent_seconds from 8 to 20