136,549 Commits over 4,474 Days - 1.27cph!
Update(tests): patch VendingMachine
Tests: TestMTSave(VendingMachine) pass
Update(tests): patch VehicleModuleStorage
Tests: TestMTSave(VehicleModuleStorage) - pass
Update(tests): skip module spawning for VehicleModuleCamper in tests
Tests: TestMTSave(VehicleModuleCamper) - pass
Update(tests): patch TravelingVendor
- skip spawning mapMarker and preventBuilding trigger when testing
Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
jukebox prefab updated with greybox model
Update(tests): patch TrainEngine
Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
merge from fix_baseentity_query_nre -> main
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Update(tests): patch TrainCar
Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Update(tests): patch Telephone
Tests: TestMTSave(Telephone) passes
Update(tests): bypass priv spawn in unit tests
Tests: TestMTSave(SteeringWheel) passes
Update(tests): patch StashContainer
Tests: TestMTSave(StashContainer) passes
merge from main -> fix_baseentity_query_nre
Update(tests): use TestFuelSystem when running tests for SmallEngine
Tests: TestMTSave(SmallEngine) - passes
merge from fix_breakin_sound_loop -> main
Fix the master key unlock not set to loop
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
Update(tests): patch SlotMachine
Tests: TestMTSave(SlotMachine) - passes
Update(tests): patch ShutterFrame
Tests: TestMTSave(ShutterFrame) - passes
Bugfix(editor): add null checks to SearchLight Reset flow
Tests: TestMTSave(SearchLight) - passes
merge from fix_deep_sea_ladder -> main
Update(tests): patch RidableHorse
Tests: TestMTSave(RidableHorse) - passes
Add `printboatteleports` command to print what players will be teleported to the deep sea
- allows us to see if ladders in standalone builds behave differently than ladders in the editor
Move blocking into subsystem too
Update(tests): patch RentableShop
Tests: TestMTSave(RentableShop) fails on TimeSince
Syncvars now correctly identifiy and apply initialisers properly
Update(tests): patch ProceduralLift
- also skip spawning trigger
Tests: TestMTSave(ProceduralLift) passes
Update(tests): patch OrientableLight
Tests: TestMTSave(OrientableLight) passes
gamesroom pooltable & balls
- enabled gpu instancing on mat
Update(tests): patch MotorRowboat
Tests: TestMTSave(MotorRowboat) - fails on TimeSince
Update(tests): patch ModularCarGarage
Tests: TestMTSave(ModularCarGarage) - passes
gamesroom dart board & dart mat
- updated texture meta settings
- reduced rez of AO texture
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity
Tests: TestMTSave(ModularCar) - passes
gamesroom pooltable
- updated texture meta settings
gamesroom pooltable balls
- updated texture meta settings
- reduced rez of AO and normal texture
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
merge from automated_testing
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
gamesroom pooltable balls
- updated models meta settings
gamesroom pooltable
- updated models meta settings for pooltable, pooltable col and balls
Add some profiler intstrumentation
gamesroom dart mat
- enabled gpu instance on mats
- updated model meta settings
gamesroom dart board
- enabled gpu instance on mats
- updated model meta settings
gamesroom shotgun trap
- gib model meta updated
merge from tree_fence_collision_fix (fixes one more case)