reporust_rebootcancel

136,804 Commits over 4,474 Days - 1.27cph!

Yesterday
Merge from crate_timers, tested, working.
Yesterday
Reset skin target local rotation on disable
Yesterday
Update MB barrels with current prefabs, materials and meshes
Yesterday
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
Yesterday
more tunnel storage variations
Yesterday
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
Yesterday
Adding a graffiti in oilrig to explain the PMM logic
Yesterday
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
Yesterday
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
Yesterday
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
Yesterday
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
Yesterday
merge from generic mount subsystem branch
Yesterday
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
bot
Yesterday
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Yesterday
Yesterday
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
Yesterday
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
Yesterday
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
Yesterday
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
Yesterday
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
Yesterday
amend remaining ore bounds
Yesterday
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
Yesterday
merge from main
Yesterday
Fixed skin viewer not resetting models rotation on init
Yesterday
merge from skinviewer_rotation_fix
Yesterday
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
Yesterday
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
Yesterday
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
Yesterday
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
Yesterday
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
Yesterday
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
Yesterday
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
Yesterday
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
Yesterday
Merge the 3 separate Vis.Entities calls in ClearArea (players, construction, vegetation) into a single Vis.Entities with all the required layers, then pass the results to the 3 kill functions to parse.
Yesterday
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
Yesterday
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
Yesterday
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Yesterday
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
Yesterday
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
Yesterday
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
Yesterday
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
Yesterday
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
Yesterday
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
Yesterday
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
Yesterday
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
Yesterday
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
Yesterday
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
Yesterday
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
Yesterday
Merge from playermaintainedmonuments
Yesterday
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass