usercipeaXcancel

400 Commits over 337 Days - 0.05cph!

2 Hours Ago
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
3 Hours Ago
merge from searchlight_worlddirection_fix
3 Hours Ago
Fix searchlight not working correctly on boats
Today
merge from redirect_snapping
Today
Deployables can now snap to redirects of itself All the component boxes now snap to each other
Today
merge from hackweek_fill_containers_rand
Today
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Today
merge from main
3 Days Ago
regenerate testlist
3 Days Ago
Compile fix
3 Days Ago
merge from boxes_dlc
3 Days Ago
merge from main
3 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
3 Days Ago
merge from hackweek_more_tests
3 Days Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
3 Days Ago
Deployable test for missing guide mesh
3 Days Ago
merge from hackweek_more_tests
3 Days Ago
Handle multiple groundwatch components in the groundwatch test
3 Days Ago
merge from main
3 Days Ago
crypt building skin works with upgrade_radius and related commands
3 Days Ago
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
4 Days Ago
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
4 Days Ago
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
4 Days Ago
merge from main
4 Days Ago
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5 Days Ago
merge from hackweek_more_tests
5 Days Ago
merge from /fixes
5 Days Ago
Redirect fixes - paintable reactive target category Misc -> Electrical - twitch rivals desk stack size 5 -> 1 and enable maintainMaxCondition - legacy wall and adobe gate had old ingredients and were recycling slightly wrong - innertube skins had missing ingredients and couldn't be recycled at all - enable allowBurying x4 - disable allowBurying x1 Tests now all green
5 Days Ago
merge from parent
5 Days Ago
Rework redirect tests, integrate most into TestItemDefinition Add descriptions, tweak assert messages Add a bunch more, testing for various differences of redirect <-> base item Finds 13 to fix
5 Days Ago
Reapply 143563 as editor test Regenerate testlist
5 Days Ago
merge from main, stomp TestDeployable
5 Days Ago
merge from coconut_collider_fix
5 Days Ago
merge from tc_corpse_preventbuilding_fix
5 Days Ago
Fix tool cupboard softcore corpse missing a prevent building volume
6 Days Ago
merge from harbor_container_ladder_fix
6 Days Ago
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1
6 Days Ago
merge from bbb_entkill_fix
6 Days Ago
Allow boat building blocks to be ent killed individually in edit mode
6 Days Ago
merge from main
6 Days Ago
Fix 6 deployables missing placeEffects Skip windmill since its getting fixed seperately
6 Days Ago
Add deployable test for missing placeEffect
6 Days Ago
merge from parent
6 Days Ago
merge from fix_submerged_states
6 Days Ago
merge from deep_sea_network_range
6 Days Ago
merge from main
7 Days Ago
regenerate testlist
7 Days Ago
merge from hackweek_more_tests
7 Days Ago
Include check for terrain layer in Deployable_GroundWatch_Matches_DeployLayers
7 Days Ago
Fix a VendingMachine.GetItemsToSell NRE that could trigger when the deep sea wipes