1,596 Commits over 579 Days - 0.11cph!
Fix wool worldmodel outline not working, the transform was getting deleted due to the renderer being collapsed
Added a test checking for this issue
Added a "select all" button to the test runner window
merge from main
fix conflict in ConversationData, bumped VehiclePadRepaired condition type
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Fix through collider wrong layer, breaking groundwatch
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merge from improved_event_saveloading
Fix an edge case where oil rigs would start radiation even though the locked crate was still untouched
Check saved locked crate has been hacked when restarting radiation during force reset after server restart
merge from vending_fontsize_fix
Fix a fontsize inconsistency in the vending machine purchase UI
merge from single_door_controller_reskin_fix
Fix incorrect rotation being used for reskin child entity repositioning, causing door controllers to rotate 90 degrees on single doors
Add regression test
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merge from pillbox_collision_fix
merge from boat_powerdown_fix
merge from unnecessary_item_condition
merge from simpleupgrade_convert
Refactor some of SimpleUpgrade to reuse the logic from the reskin system
Fixes door controllers on external gates not being preserved nicely when upgraded, also just a lot cleaner code
Fix player boat power down mechanic sometimes not working when lowering sails and quickly jumping off, causing the boat to drive away on its own
Includes some tests
Disable condition on a bunch of items that don't need it and can never lose it during gameplay
(Diving mask, crate & barrel costumes, prisoner hood, sunglasses, geiger counter, metal detector, rf pager, mobile phone)
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merge from automated_testing
Fix for triangle foundations connecting buildings together when only touching at a corner
Fix up import settings on sandbags pillbox collider, enable RW
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported
Testlist
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)
Fix pt boat turrets not showing up correctly on the death screen
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merge from automated_testing
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
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
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
merge from apartment_complex_cleanup
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Apartment complex set isSafezone to true, fixes not seeing hostile warning when close
Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working
Remove unused chinook drop zone
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
merge from automated_testing
Another fencing deployment pass
Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence
Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°)
Got rid of a baked in rotation in all of the sockets