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136,690 Commits over 4,474 Days - 1.27cph!

Today
Today
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
Today
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
Today
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
Today
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
Today
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
Today
amend remaining ore bounds
Today
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
Today
merge from main
Today
Fixed skin viewer not resetting models rotation on init
Today
merge from skinviewer_rotation_fix
Today
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
Today
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
Today
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
Today
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
Today
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
Today
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
Today
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
Today
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
Today
Merge the 3 separate Vis.Entities calls in ClearArea (players, construction, vegetation) into a single Vis.Entities with all the required layers, then pass the results to the 3 kill functions to parse.
Today
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
Today
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
Today
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Today
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
Today
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
Today
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
Today
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
Today
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
Today
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
Today
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
Today
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
Today
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
Today
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
Today
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
Today
Merge from playermaintainedmonuments
Today
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
Today
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Today
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
Today
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Today
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Today
Added skin viewer to premium tab
Today
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Today
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Today
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Today
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Today
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Today
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Today
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Today
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Today
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass