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136,778 Commits over 4,474 Days - 1.27cph!

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
Yesterday
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Yesterday
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
Yesterday
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Yesterday
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Yesterday
Added skin viewer to premium tab
Yesterday
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Yesterday
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Yesterday
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Yesterday
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Yesterday
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Yesterday
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Yesterday
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Yesterday
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Yesterday
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
Yesterday
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
Yesterday
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
Yesterday
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
Yesterday
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Yesterday
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
Yesterday
merge from hackweek_fuse_icon
Yesterday
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
Yesterday
UX changes + polish (animations/highlights/better guides)
Yesterday
Refactor demo controls styling into uss rather than just inline styling big chunks.
Yesterday
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
Yesterday
merge from main
Yesterday
merge from shield anim subsystem