usercipeaXcancel
branchrust_reboot/main/automated_testingcancel

56 Commits over 122 Days - 0.02cph!

Yesterday
merge from main
10 Days Ago
Fix turret test failing due to weapon default ammo contents
10 Days Ago
merge from main
14 Days Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
14 Days Ago
merge from main
16 Days Ago
Fix one more collision issue
16 Days Ago
merge from main
16 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
17 Days Ago
Exclude monument prefabs from the tests in TestMeshes, saves a decent chunk of time to not scan these big prefabs, its also unnecessary since any colliders inside them will already be scanned as part of other prefabs
17 Days Ago
merge from tree_fence_collision_fix (fixes one more case)
17 Days Ago
Fix 8 collision meshes that import a material
17 Days Ago
New automated test that checks all collision meshes do not import a material as well (importing a material causes the mesh to be stripped from server builds) Found 10 cases of this issue across the project, confirmed ingame they have collision issues
17 Days Ago
merge from main
21 Days Ago
Fix small backpack broken world model outline Testlist
21 Days Ago
merge from main
30 Days Ago
Fix failing container corpse test for bed testlist
30 Days Ago
merge from main
35 Days Ago
Fix single plant pot using a concave mesh collider (introduced on decorative plants branch) testlist
35 Days Ago
Fix cooking tests failing for the stove
35 Days Ago
merge from main
49 Days Ago
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
49 Days Ago
merge from main
3 Months Ago
Possibly fix some tests failing
3 Months Ago
Missed one
3 Months Ago
Editor only codegen, codegen
3 Months Ago
Compile fix
3 Months Ago
testlist
3 Months Ago
merge from main
3 Months Ago
Fix TestCooking item leaks
3 Months Ago
merge from main
3 Months Ago
Tiny rename
3 Months Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
3 Months Ago
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
3 Months Ago
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
3 Months Ago
merge from main
4 Months Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
4 Months Ago
Fix a test fixture convar
4 Months Ago
merge from main
4 Months Ago
Add test for meshes used by particle systems having RW enabled Improve the mesh collider test
4 Months Ago
merge from main
4 Months Ago
Fix repair item target for the base industrial wall light (only did the variants before)
4 Months Ago
merge from main
4 Months Ago
Check isValid instead
4 Months Ago
Compile fix
4 Months Ago
merge from main
4 Months Ago
Make ProtectionProperties.IsImmortal available serverside
4 Months Ago
Stop water wheel failing placeEffect test, it has bespoke logic for it Exclude io prefabs with no inputs from the main power slot test Swap out hacky checks for if an entity is immortal for the better method we now have
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅