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114 Commits over 214 Days - 0.02cph!

Today
merge from main
11 Days Ago
Fix "missing tree at index 0" error when opening jarrydtestmap
11 Days Ago
merge from main
15 Days Ago
Animal fence (+graveyard fence) category Misc -> Construction Fix being able to recycle milky and creamy teas since it makes no sense
15 Days Ago
Fix biofuel generator stringpool warnings Stricter angle placement Fix spoiled produce not compatible
15 Days Ago
merge from main
16 Days Ago
Fix machete worldmodel outline, add error message if theres stale entity type names in the testlist
16 Days Ago
merge from main
23 Days Ago
Fix for triangle foundations connecting buildings together when only touching at a corner
23 Days Ago
Fix up import settings on sandbags pillbox collider, enable RW
23 Days Ago
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported Testlist
23 Days Ago
Improve test runner window filtering of editor and runtime tests Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
23 Days Ago
merge from main
24 Days Ago
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
24 Days Ago
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
24 Days Ago
merge from main
25 Days Ago
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
25 Days Ago
merge from main
30 Days Ago
Fix landmine worldmodel outline
30 Days Ago
merge from main
31 Days Ago
Fix kick hazmat worldmodel outline
31 Days Ago
merge from main
32 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
32 Days Ago
merge from main
40 Days Ago
Reduce network range of glass ak Delete unused anim event Switch drop mag particle to use LOD1 (already has RW enabled) Enable custom local folder on the animation events so the build doesnt change the path, mag drop works Testlist, all tests pass
40 Days Ago
merge from main
50 Days Ago
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds) Fix the 4 found issues
50 Days Ago
merge from main
52 Days Ago
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
52 Days Ago
merge from main
53 Days Ago
Fix the 20 cases where flags are colliding by reassigning to a free one RidableHorse had 1 left, lucky me
53 Days Ago
Also catch flags declared inside static helper classes like VendingMachine.VendingMachineFlags, finds one more case The existing PrintDefinedFlags tool also didn't account for this, works now
53 Days Ago
New automated test that looks for flag collisions between entity types Finds 19 cases (most harmless, e.g. reusing DemolishFlag on entities that don't support demolishing, but still good practice to clean them up)
53 Days Ago
merge from main
53 Days Ago
merge from main
54 Days Ago
One more that I missed
54 Days Ago
Reapply GunnerTest
54 Days Ago
merge from main need to reapply 2 changes
54 Days Ago
Regenerate testlist, all new ones pass
54 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
54 Days Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
54 Days Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
54 Days Ago
merge from main
2 Months Ago
Add two PoolAnalyzerGetWrapper
2 Months Ago
Fix swing seats marking attackers hostile
2 Months Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
2 Months Ago
merge from main
2 Months Ago
Resolve all of the cases testlist
2 Months Ago
Fix gib mesh readable test not working correctly, now matches how gib mesh colliders are created at runtime, finds the known issue with Fuse_Heavy_LOD2 and ~20 more cases
2 Months Ago
merge from main