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138,493 Commits over 4,505 Days - 1.28cph!

31 Days Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
31 Days Ago
merge from automated_testing
31 Days Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
31 Days Ago
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
31 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
31 Days Ago
merge from fix_realmed_remove_warning
31 Days Ago
Fix RealmedRemove warnings on small ramp and advent calendar
31 Days Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
31 Days Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
31 Days Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
31 Days Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
31 Days Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
31 Days Ago
jukebox prefab updated with greybox model
31 Days Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
31 Days Ago
merge from fix_baseentity_query_nre -> main
31 Days Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
31 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
31 Days Ago
syncvar_initialiser_support
31 Days Ago
Fix a few NREs called by the new initialiser support
31 Days Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
31 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
31 Days Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
31 Days Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
31 Days Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
31 Days Ago
merge from main -> fix_baseentity_query_nre
31 Days Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
31 Days Ago
merge from fix_breakin_sound_loop -> main
31 Days Ago
Fix the master key unlock not set to loop
31 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
31 Days Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
31 Days Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
31 Days Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
31 Days Ago
merge from fix_deep_sea_ladder -> main
31 Days Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
31 Days Ago
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
31 Days Ago
Move blocking into subsystem too
31 Days Ago
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
31 Days Ago
Syncvars now correctly identifiy and apply initialisers properly
31 Days Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
31 Days Ago
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
31 Days Ago
gamesroom pooltable & balls - enabled gpu instancing on mat
31 Days Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
31 Days Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
31 Days Ago
gamesroom dart board & dart mat - updated texture meta settings - reduced rez of AO texture
31 Days Ago
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
31 Days Ago
gamesroom pooltable - updated texture meta settings
31 Days Ago
gamesroom pooltable balls - updated texture meta settings - reduced rez of AO and normal texture
31 Days Ago
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
31 Days Ago
merge from automated_testing
31 Days Ago
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