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136,663 Commits over 4,474 Days - 1.27cph!

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
Yesterday
merge from main
Yesterday
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
Yesterday
gamesroom shotgun trap - gibs added - prefab updated
Yesterday
Founders Door - added double door frame greybox
Yesterday
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
Yesterday
Update(tests): patch BaseCorpse - also create NPCFoodManager for TestServer Tests: TestMTSave(LootableCorpse) passes
Yesterday
Update(tests): bypass trigger spawning in unit tests Tests: TestMTSave(Lift) - passes
Yesterday
obfuscation_analyzer -> main
Yesterday
merge from sv_console_history
Yesterday
Update(tests): patch HotAirBalloon Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
Yesterday
Remember and repopulate currently written console input text when scrolling all the way down after searching in the history
Yesterday
Initial barstool setup test with sitting subsystem
Yesterday
Update(tests): patch HackableLockedCrate Tests: TestMTSave(HackableLockedCrate) passes
Yesterday
Update(tests): patch GrowableEntity - also skip TOD queries in testing mode Tests: TestMTSave(GrowableEntity) passes
Yesterday
Update: patch FreeableLootContainer and LootContainer Tests: TestMTSave(FreeableLootContainer) passes
Yesterday
Update(tests): patch ElevatorLiftStatic Tests: TestMTSave(ElevatorLiftStatic) - passes
Yesterday
Update(tests): patch ElevatorLift Tests: TestMTSave(ElevatorLift) - passes
Yesterday
Update(tests): patch ElectricWaterWheel Tests: TestMTSave(ElectrictWaterWheel) - passes
Yesterday
Update(tests): TestServer now sets up empty topomap Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
Yesterday
Update(tests): patch DPV Tests: TestMTSave(DiverPropulsionVehicle) - passes
Yesterday
merge from game_room_dlc
Yesterday
add water treatment pipes procgen spawner to World Setup prefab
Yesterday
main -> game_room_dlc
Yesterday
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests Tests: TestMTSave(DigitalClock) passes
Yesterday
Update(tests): patch DeployableBoomBox Tests: TestMTSave(DepoyableBoomBox) passes
Yesterday
main -> obfuscation_analyser
Yesterday
Update(tests): patch ComputerStation Tests: TestMTSave(ComputerStation) - passes
Yesterday
- 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
Yesterday
Update(tests): patch BoatBuildingStation Tests: TestMTSave(BoatBuildingStation) - passes
Yesterday
Merge from satellite_crash
Yesterday
Bump final_descent_seconds from 8 to 20
Yesterday
Update(tests): patch BuildingBlock - also skip EnsurePopulatedTriggersList if boatskin is null(it is in tests) Tests: TestMTSave(BoatBuildingBlock) - passes
Yesterday
Fixed bootstrap Translate server NRE
Yesterday
testlist