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138,520 Commits over 4,505 Days - 1.28cph!

30 Days Ago
amend remaining ore bounds
30 Days Ago
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
30 Days Ago
merge from main
30 Days Ago
Fixed skin viewer not resetting models rotation on init
30 Days Ago
merge from skinviewer_rotation_fix
30 Days Ago
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
30 Days Ago
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
30 Days Ago
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
30 Days Ago
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
30 Days Ago
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
30 Days Ago
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
30 Days Ago
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
30 Days Ago
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
30 Days Ago
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.
30 Days Ago
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
30 Days Ago
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
30 Days Ago
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
30 Days Ago
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
30 Days Ago
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
30 Days Ago
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
30 Days Ago
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
30 Days Ago
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
30 Days Ago
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
30 Days Ago
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
30 Days Ago
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
30 Days Ago
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
30 Days Ago
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
30 Days Ago
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
30 Days Ago
Merge from playermaintainedmonuments
30 Days Ago
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
30 Days Ago
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
30 Days Ago
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
30 Days Ago
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
30 Days Ago
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
30 Days Ago
Added skin viewer to premium tab
30 Days Ago
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
30 Days Ago
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
30 Days Ago
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
30 Days Ago
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
30 Days Ago
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
30 Days Ago
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
31 Days Ago
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
31 Days Ago
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
31 Days Ago
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
31 Days Ago
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
31 Days Ago
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
31 Days Ago
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
31 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
31 Days Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
31 Days Ago
merge from hackweek_fuse_icon