reporust_rebootcancel

136,817 Commits over 4,474 Days - 1.27cph!

Yesterday
Merge from main
Yesterday
Crate spawning now supports multiple crate types, picked at random. Hooked up all 3 crates.
Yesterday
Fix cue not staying in our right hand
Yesterday
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version Updated all Graphic custom child classes to have their own RequireComponent
Yesterday
Adding a generic lootroom to be added to monuments that require it. Needs setup to rely on powerplant power.
Yesterday
merge from main
Yesterday
merge from skinviewer_rotation
Yesterday
merge from main
Yesterday
Setup prefab variants/entities for all satellite crates. Removed collideders/gibs from source art prefabs.
Yesterday
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe Tests: TestMTSave - 25 -> 20 fails
Yesterday
Merge from PlayerMaintainedMonuments/power_line_changes
Yesterday
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save Tests: TestMTSave - 28 -> 25 fails
Yesterday
Merge from satellite_art
Yesterday
Merge from crate_timers, tested, working.
Yesterday
Reset skin target local rotation on disable
Yesterday
Update MB barrels with current prefabs, materials and meshes
Yesterday
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
Yesterday
more tunnel storage variations
Yesterday
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
Yesterday
Adding a graffiti in oilrig to explain the PMM logic
Yesterday
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
Yesterday
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
Yesterday
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
Yesterday
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
Yesterday
merge from generic mount subsystem branch
Yesterday
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
bot
Yesterday
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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