136,684 Commits over 4,474 Days - 1.27cph!
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)
Fix 8 collision meshes that import a material
New automated test that checks all collision meshes do not import a material as well (importing a material causes the mesh to be stripped from server builds)
Found 10 cases of this issue across the project, confirmed ingame they have collision issues
Update(tests): patch MagnetCrane
Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
gamesroom shotgun trap
- gibs added
- prefab updated
Founders Door - added double door frame greybox
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
Update(tests): patch BaseCorpse
- also create NPCFoodManager for TestServer
Tests: TestMTSave(LootableCorpse) passes
Update(tests): bypass trigger spawning in unit tests
Tests: TestMTSave(Lift) - passes
obfuscation_analyzer -> main
merge from sv_console_history
Update(tests): patch HotAirBalloon
Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
Remember and repopulate currently written console input text when scrolling all the way down after searching in the history
Initial barstool setup test with sitting subsystem
Update(tests): patch HackableLockedCrate
Tests: TestMTSave(HackableLockedCrate) passes