usercipeaXcancel

1,005 Commits over 518 Days - 0.08cph!

6 Months Ago
merge from main
6 Months Ago
crypt building skin works with upgrade_radius and related commands
6 Months Ago
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
6 Months Ago
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
6 Months Ago
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
6 Months Ago
merge from main
6 Months Ago
merge from hackweek_more_tests
6 Months Ago
merge from /fixes
6 Months 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
6 Months Ago
merge from parent
6 Months 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
6 Months Ago
Reapply 143563 as editor test Regenerate testlist
6 Months Ago
merge from main, stomp TestDeployable
6 Months Ago
merge from coconut_collider_fix
6 Months Ago
merge from tc_corpse_preventbuilding_fix
6 Months Ago
Fix tool cupboard softcore corpse missing a prevent building volume
6 Months Ago
merge from harbor_container_ladder_fix
6 Months 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 Months Ago
merge from bbb_entkill_fix
6 Months Ago
Allow boat building blocks to be ent killed individually in edit mode
6 Months Ago
merge from main
6 Months Ago
Fix 6 deployables missing placeEffects Skip windmill since its getting fixed seperately
6 Months Ago
Add deployable test for missing placeEffect
6 Months Ago
merge from parent
6 Months Ago
merge from fix_submerged_states
6 Months Ago
merge from deep_sea_network_range
6 Months Ago
merge from main
6 Months Ago
regenerate testlist
6 Months Ago
merge from hackweek_more_tests
6 Months Ago
Include check for terrain layer in Deployable_GroundWatch_Matches_DeployLayers
6 Months Ago
Fix a VendingMachine.GetItemsToSell NRE that could trigger when the deep sea wipes
6 Months Ago
merge from scientist_spawners_convar_fix
6 Months Ago
Fix new scientists spawning with ai.scientist_spawners_enabled 0
6 Months Ago
Fix a WaterCatcher.IsFull NRE that could trigger when the deep sea wipes
6 Months Ago
merge from supplydrop_boat_fix
6 Months Ago
merge from scientist_rock_fix
6 Months Ago
Slightly shifted one scientist spawn point of Ruins C - it was causing it to spawn inside a cliff on one of the islands
6 Months Ago
merge from main
6 Months Ago
Cherrypick 139401 "Space LR despawn timer set, Neonsign TR crafting pass" Apply xmas tree change from 139653 These were left over changes from naval_backport
6 Months Ago
merge from hackweek_more_tests/fixes
6 Months Ago
Fix worldmodel issues / missing outlines on 39 items Re-ran all the new tests - all green (except for horse mask which was fixed seperately on lunar branch)
6 Months Ago
Fix groundwatch issues for 8 deployables
6 Months Ago
Fix missing phys impact sounds for 6 items
6 Months Ago
Fix missing io arrows for 5 items
6 Months Ago
Fix airdrops not becoming lootable when landing on playerboats
6 Months Ago
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
6 Months Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
6 Months Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
6 Months Ago
Minor cleanup and comments
6 Months Ago
Start on Deployable tests. Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well) Finds 8 such cases where its misconfigured, no false positives