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136,790 Commits over 4,474 Days - 1.27cph!

Yesterday
Yesterday
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
Yesterday
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
Yesterday
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
Yesterday
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
Yesterday
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
Yesterday
amend remaining ore bounds
Yesterday
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
Yesterday
merge from main
Yesterday
Fixed skin viewer not resetting models rotation on init
Yesterday
merge from skinviewer_rotation_fix
Yesterday
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
Yesterday
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
Yesterday
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
Yesterday
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
Yesterday
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
Yesterday
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
Yesterday
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
Yesterday
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
Yesterday
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.
Yesterday
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
Yesterday
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
Yesterday
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Yesterday
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
Yesterday
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
Yesterday
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
Yesterday
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
Yesterday
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
Yesterday
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
Yesterday
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
Yesterday
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
Yesterday
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
Yesterday
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
Yesterday
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
Yesterday
Merge from playermaintainedmonuments
Yesterday
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
Yesterday
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Yesterday
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
Yesterday
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Yesterday
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Yesterday
Added skin viewer to premium tab
Yesterday
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Yesterday
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Yesterday
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Yesterday
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Yesterday
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Yesterday
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Yesterday
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Yesterday
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Yesterday
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass