userDaniel Pcancel

3,458 Commits over 822 Days - 0.18cph!

Today
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
Today
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
Today
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
Today
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
Today
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
Today
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
Today
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
Today
Merge: from main
Today
▇▄▇▄▇▍▍▅ ▆▆█▊▋▊▄ ▅▋▉▉▋▍ ▅▅▆▄▍▄▇▇▉▄▋▍▇ ▄▆▋▇▉▍ █▍█ ▋▇▄█▌▄▊▇██▄▆▆▌▅▍ ▇▌ ▉▋▊▆▊▊▇ ▉▋██▄ ▊▆▄▊█ ▌▄▉▆▇ ▊▆▉▇▍▅▌█▉▇▅ ▅▍▅▋▉▊ █▄▇▆▆▍█ ▌▌▆▉ ▇▇▍▌ ▊▅▄█▊▇▊▆▋▇▌▄▌█▇▌▌▍▅ ▉█▌▅█▇▅▉▅▍▆▄▆▇▇ ▉▋▅ ▇▌▇▋ ▌▉ ▍█▌▉ ▇█ █▊█▆▇▇▋ ▄▊▄ ▉▌▉▇ █▆ ▉▊▉▍▉▊ ▉▅▋▌▊▇▅▄ ▉▉▅▊▉ ▉▊ ▄ ▍▍▋
Today
Bugfix: skip deinitialization when unloading scenes before loading next one Previously it was only skipping when returning to main menu Tests: loaded from craggy to procgen a couple times, no more asserts
Yesterday
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
Yesterday
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
Yesterday
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
Yesterday
Merge: from mt_snapshot_saving - Bugfix for Helicopter Flare saving corrupting InvokeHandler in Jobs 4 Tests: spawned mini copter, fired off a stack of flares, couldn't fire anymore
Yesterday
Bugfix: fix not MT safe saving of helicopter flares Helicopter flares are cached on use/inv change Tests: got into a minicopter on craggy, fired a stack of flares, couldn't fire anymore
Yesterday
Merge: from main
2 Days Ago
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
2 Days Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
2 Days Ago
▇▍▌▉▋▌▌ █▌█▇ ▅▄▋▉▋▅▊▆▍▅▅▍▅▇▅▌▆▍██▊▍▌▇▅▄▌▍▍▊█ ▆▆▆▆▋▆▌▅▅ ▇ ▆▍▋▅▄ ▊▆ ▊▄▊▉█▄ ▋▅▅▇█ ▊▆▊▇▆▊ ▍▊▍▄█▊▇▋▆▄▇ ▍▄▆ ▄█▊▇▍▄ ▍▌▆▉▄▉▌█▉▌▋▍▋▄▅█▊▅▆█▇ ▋▅▍▇▅▅▅▇ ▆▊▆▇▆▋ ▅▇█ ▄▌▌▌▅▇ ▇█▆▍▄▊▋ ▉▅▉▋▆▊▆▅▌ █▊ ▄▇▆█▉█▇ ▄▄▆ ▄▇▉█▉▋▊▌ ▍▅▄▋█▄▅▌███▅▆▅█▅ ▋▌▅▌▌▋▉ ▍▊▉█▋▍▇ ▊▍▊▆▍
2 Days Ago
▋▅▋▍█▆▉▍ █▇ ▅▌▍▆█▌▍▋ ▆▋▋██ ▅▄▆▆ ▇▄▄▇▌▋▋▇ ▍▉▌█▆ ▇▊▉ ▍▊▉▋▅ ▊▋▌▄▄▇▅▇▊▉▌▆▍▅▌█ ▄▇ ▄▅▌█▆▄▆ ▍█▅▍███ ▉▅▋▆▅▇▋ █▊▄▇▄ ▍▆▆▆▌▄▍▇▉▉▆ ▅▉▋ ▋▅▍▄▇▆▄█▊▌▇▉▆▋▉ ▊▉▌▅ ▆▅▄▊▅▆▌ ▉▅▌▄▌▊ ▋█▉▊█▉▊ ▄▍▉▉▇
6 Days Ago
Update: clear more of the world state - don't change nexus state - abort if player isn't fully connected Abandoned trying to support reload in C+S editor, it's a gian can of worms Tests: reloaded on playground
6 Days Ago
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
6 Days Ago
Update: allos changing scenes via reloadmap - remove old hacky reapproveplayer, no longer need for testing Tests: was able to reload from Playground to CraggyIsland in C+S editor and interact with the world
7 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
7 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
7 Days Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
7 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
7 Days Ago
Bugfix: avoid RustNavigation NRE spam on reload - move RustNAvigation to Server scene - LoadLevelAsync can preserve server scene in C+S setup - add missing player states on the server to facilitate connect-lite flow Tests: ran reloadlevel - no NRE spam, but camera is detached
7 Days Ago
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S
8 Days Ago
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
8 Days Ago
Bugfix: fix playermovement NRE when initializing a parented player Can happen if snapshots arrive out of order on connect Tests: booted into craggy
9 Days Ago
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
9 Days Ago
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
9 Days Ago
Merge: from poolanalyzer_ifempty_support - Bugfix for analysis NREs in editor - Allows to write "if(isEmpty) free" patterns Tests: removed workaround, editor code compiles
9 Days Ago
Update(editor): Rust.CodeAnalyzer - support "if(obj.IsEmpty or obj.Count == 0) Free" patterns - bugfix variable scope search throwing NREs for out param declarations - release binary from 57e96efa Tests: removed my workaround and it no longer trips up analyzer. editor boots
12 Days Ago
Merge: from mt_snapshot_saving - Clean: removal of old MutexPool, hasn't been in use for 2months Tests: booted craggy, ran print_memory
12 Days Ago
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
12 Days Ago
Merge: from main
12 Days Ago
Merge: from ui_store_slim_ram - Optim to stop loading store atlases, saves up to 250MB - Bugfix for missing images in workshop tab Tests: produced a build and inspected memory snapshots. navigated to workshop tab in inventory
12 Days Ago
▇ ▆▋▊▉▇▅▆ ▄▋▄▇▅▌ ▋▅▊▊▌ ▌▌█▍▉▅▊▊▇ ▅▌▉▉ ▆▍▆▇█▉▋▉ ▅▅ ▊▍▌▌▉▉▊▌▇▆▋▅▋▍▇ ▅█▌▊▋▅▅▆ ▉▄▅▊ ▇▋▄▍ ▇▊▊▋▄▋▆ ▄▅▋▆▉▆▋▄▆▇▄▆▄▌ ▌▇▄▉▊▆▌█▍ ▆▅ ▆▆██▄▅▇█ ▅▌▉▍▌ ▊▍▌ ▍▌▆▇█▄
12 Days Ago
Cherrypick of 165805 from mt_snapshot_saving
12 Days Ago
Optim: defer loading of small atlases, and pack them into ui dynamic bundle Prevents loading of ~30 atlases (original and small), which saves another ~250MB Tests: booted stnadalone build and compared snapshots. navigated to store with failloads and made sure small atlas versions are picked up
13 Days Ago
Merge: from main
13 Days Ago
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
13 Days Ago
Bugfix: ensure thread-static buffer is initialized on all threads Tests: booted into craggy
13 Days Ago
Merge: from main
13 Days Ago
Merge: from ui_store_slim_ram - Bugfix for Glowing Wallpaper page flashlight not working Tests: navigated to page with delay and fail loads on and off
13 Days Ago
Bugfix: bring back original flashlight blend shader Fixes ugly light gradient in glowing wallpaper page Tests: navigated to glowing wallpaper pack page
13 Days Ago
Clean: get rid of dead props on StoreFlashlightReveal Tests: none, trivial change
13 Days Ago
Merge: from main