138,074 Commits over 4,324 Days - 1.33cph!
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed.
Thanks nivex!
merge from hackweek_more_tests
Fix 18 more deployables clipping with construction
Add whitelist to exclude some from the test
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Add poolable component to contional contents, hide/show box contents depending on building privilege
merge from naval_update/io_boats
Fixed pressure pads being deployable halfway through walls
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
Add IsStatic to boat building station, set for static deployed version.
Don't destroy a static BBS when finishing via the wheel.
Updated and Improved Makeshift Coffee Table Prop LOD 3
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Deployable test for missing guide mesh
Tweaked Vertex AO Values on Makeshift Coffee Table Prop
Created Makeshift Coffee Table Prop Prefab
Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
merge from hackweek_more_tests
Handle multiple groundwatch components in the groundwatch test
Restored spotlight and tripod spotlight deploy guides
Fixed issue when meshes with and without uv2 channel were combined in the same batch
Fixed HBHF and simple light groundwatch
Fixed industrial light placement regression
merge from testrunner_editor
Boxes DLC - fixed LOD issue with ammo box
updated planners and wallpaper 3p run anim
merge from testrunner_editor
Fixed some selection bugs
updated planners and wallpaper 3p anims/override controllers
Split editor and runtime tests into two tabs
Styling changes
fixed issues with sunken and combat knives which are causing issues on the player update
- combat & sunken now match each others orientation
- contain no offsets in the model ( entity still does but will be zeroed on the player update)
- set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly
- removed transforms/rotations of models
- re-connected the combat knife in it's entity
- named knife correctly (w_knife instead of knife_w)
- re-adjusted bounds and removed offsets on their .worldmodels
server_browser_remove_ping -> main
force player model to use average female skin set (for degbugging)
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Makeshift coffee table updated with vertex AO
Updated blockouts for apartment sets
Added Open Results button, reorganized the button bars
Loading a result auto enables filtering, clearing results resets filtering
Removing unecessary quotes that would silently fail parts of the Server pipeline
Check for skins_access value when checking if a steam item is in our inventory
merge from PlayerRigUpdate2
Cap mask updates, material tweaks
Added debug hair materials
Fixed the test window not showing live results on some tests, unified the parameter normalization
crypt building skin works with upgrade_radius and related commands
big merge from main
autoresolve conflicts in roof.prefab and roof.triangle.prefab
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Automated tests window changes:
- Added a rerun failed button
- Fixed the foldout arrows not clickable
- Leaving playmode mid tests cancel the run correctly and generate results
- Tests can only run in the automated test scene
- Run button shows a playmode icon if clicking it will start playmode
Merge from indirect_instancing_canvas_rendering_issue