136,466 Commits over 4,474 Days - 1.27cph!
Update(tests): patch MotorRowboat
Tests: TestMTSave(MotorRowboat) - fails on TimeSince
Update(tests): patch ModularCarGarage
Tests: TestMTSave(ModularCarGarage) - passes
gamesroom dart board & dart mat
- updated texture meta settings
- reduced rez of AO texture
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity
Tests: TestMTSave(ModularCar) - passes
gamesroom pooltable
- updated texture meta settings
gamesroom pooltable balls
- updated texture meta settings
- reduced rez of AO and normal texture
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
merge from automated_testing
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
gamesroom pooltable balls
- updated models meta settings
gamesroom pooltable
- updated models meta settings for pooltable, pooltable col and balls
Add some profiler intstrumentation
gamesroom dart mat
- enabled gpu instance on mats
- updated model meta settings
gamesroom dart board
- enabled gpu instance on mats
- updated model meta settings
gamesroom shotgun trap
- gib model meta updated
merge from tree_fence_collision_fix (fixes one more case)
Fix 8 collision meshes that import a material
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
Update(tests): patch MagnetCrane
Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
gamesroom shotgun trap
- gibs added
- prefab updated
Founders Door - added double door frame greybox
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
Update(tests): patch BaseCorpse
- also create NPCFoodManager for TestServer
Tests: TestMTSave(LootableCorpse) passes
Update(tests): bypass trigger spawning in unit tests
Tests: TestMTSave(Lift) - passes
obfuscation_analyzer -> main
merge from sv_console_history
Update(tests): patch HotAirBalloon
Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
Remember and repopulate currently written console input text when scrolling all the way down after searching in the history
Initial barstool setup test with sitting subsystem
Update(tests): patch HackableLockedCrate
Tests: TestMTSave(HackableLockedCrate) passes
Update(tests): patch GrowableEntity
- also skip TOD queries in testing mode
Tests: TestMTSave(GrowableEntity) passes
Update: patch FreeableLootContainer and LootContainer
Tests: TestMTSave(FreeableLootContainer) passes
Update(tests): patch ElevatorLiftStatic
Tests: TestMTSave(ElevatorLiftStatic) - passes
Update(tests): patch ElevatorLift
Tests: TestMTSave(ElevatorLift) - passes
Update(tests): patch ElectricWaterWheel
Tests: TestMTSave(ElectrictWaterWheel) - passes
Update(tests): TestServer now sets up empty topomap
Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
Update(tests): patch DPV
Tests: TestMTSave(DiverPropulsionVehicle) - passes
add water treatment pipes procgen spawner to World Setup prefab
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests
Tests: TestMTSave(DigitalClock) passes
Update(tests): patch DeployableBoomBox
Tests: TestMTSave(DepoyableBoomBox) passes
main -> obfuscation_analyser
Update(tests): patch ComputerStation
Tests: TestMTSave(ComputerStation) - passes
- 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
Update(tests): patch BoatBuildingStation
Tests: TestMTSave(BoatBuildingStation) - passes
Merge from satellite_crash
Bump final_descent_seconds from 8 to 20