141,196 Commits over 4,383 Days - 1.34cph!
Any errors logged during a test now fail the test, can be bypassed with the AllowsLoggedErrors attribute
Also try catch exceptions in WaitUntilWithTimeout and AssertTrueForDuraton and fail the test
Reapply changes to oilrigs, codegen
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
Move PB to shared, common. WB1-3
Fix powerline poles being ignored by navmesh (handle capsule colliders)
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Merge from shadow_convars_fix
Updated the shadow quality presets to set their parameters on the ConVar properties set method to fix an issue where the preset wasn't been set correctly
T2 bench prevent building setup
renamed mortar materials to match new naming conventions
T1 bench prevent building setup
Ignore the full filler, just use the individuals.
Updated the dev-only debug shadow ConVars to prevent them from being saved and loaded
mortar updates to the guide mesh. Lods no longer display.
update to gibs are now the right size and orientation.
Fixing dracual cape vertex being skinned to eye lids
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update mortar and basic ammo icons and reconnect in item prefab.
updated manifest
Merge from workbench_upgrades
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Also cache and apply scale for upgrade visuals .
Applied to all workbenches.
merge from main
auto-resolve VendingMachine.cs and proto
Mortar animation polish and clip updates
updated crypt building skin icon
merge main -> rust_relay_server
Adding low fences LOD0's
Updated playground fences
Merge from heightmap_bake_fix
adjusted surplus upgrde position
Revert TerrainHeightMap from bad merge
merge from main, will rebuild mainifest
Use meshes for hole shapes
Switch to using CommandBufferManager to keep hole and terrain render order
Add cylinder mesh that matches radius of terrain modifiers
Hole editor clean up
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