userDaniel Pcancel

2,481 Commits over 608 Days - 0.17cph!

2 Hours Ago
Merge: from buildingprivlidge_invoke_allocs - Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke Tests: none, trivial change
3 Hours Ago
Optim: cache invoking callback in BuildingPrivlidge.AddDelayedUpdate Tests: none, trivial change
5 Hours Ago
Remerge of 147094 - Merge: from projectileweaponmod_allocs
5 Hours Ago
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
5 Hours Ago
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value They've been manually specified as 1 everywhere, seems a bit redundant Tests: compiles
5 Hours Ago
Optim: cache all selectors that are used in mod value aggregations Tests: got shot by a scientist. killed them with a fully modded ak
5 Hours Ago
Optim: reimplement projectile mod aggregators to be alloc free - added outstanding Avg, Min and Max helpers - all helpers are now generic, to support the 2 overloads we have - ripped out GetMods to avoid accidental reintroduction of allocs Still need to fix remaining dynamic callback creation Tests: got shot by a scientist
6 Hours Ago
Clean: simplify ProjectileWeaponMod code - get rid of 0 as default arg - mini bugfix: hook up bypassModToggles in one of Sum overloads - added non-GC mul and sum, but not plugged in yet Tests: compiles
Today
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Today
Clean(tests): add messages to new checks to know which permutation and player diverged Tests: ran the modified test
Yesterday
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Yesterday
Update(tests): TestIsFlyingConsistency now also compares computed flying states - Reset flying state between test runs Tests: ran tests, level 1 passes but level 3 now fails
Yesterday
Bugfix(tests): make AntiHack tests spawn players with colliders Tests: ran all AH tests, all pass except for 1 already known
Yesterday
Update(tests): rewrite TestIsFlyingConsistency to better mix various players Need to figure out why playerr-on-player test doesn't detect player, will do next Tests: ran unit test, detects an issue on level 1
Yesterday
Update: set UsePlayerUpdateJobs 2 as default - codegen Tests: none, trivial change
Yesterday
Clean(tests): fix formatting inside Test.AntiHack.cs broken by auto conflict resolution Tests: compiles
Yesterday
Merge: from main
Yesterday
Clean: simplify sync from flying cache back to players Tests: none, trivial change
Yesterday
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
Yesterday
Merge: from reorganize_unit_tests - Buildfix Tests: switched through all modes
Yesterday
Buildfix(tests): add a missing SERVER macro guard Tests: clicked through all modes - all compile
2 Days Ago
Merge: from reorganize_unit_tests - Clean(tests): reorganize unit test structure - all test classes are either in Tests.Unit or Tests.Perf or both namespaces - Bugfix(tests): patch up a bunch of test classes so that they work properly Tests: ran all unit tests. some spurriously fail as part of big batch, but individual test classes pass.
2 Days Ago
Merge: from main
2 Days Ago
Bugfix(tests): patch up ServerOcclusionTests - replace out-of-date occlusion cache with a new one based on Craggy - update CanSee and CantSee chunk pairs - add missing initialization Tests: ran ServerOcclusion unit tests - they pass
2 Days Ago
Bugfix(tests): CompanionServerTests - switch to persistent ClanManager - ClanManagedDB now also lives in a temp folder for tests - some tests now drain any backlogged traffic on the test socket Tests: all CompanionServerTests unit tests pass consistently (finally)
2 Days Ago
Bugfix(tests): CompanionServerTests - use persistent RelationshipManager - house RelationshipManagerDB in a temp folder Tests: ran CompanionServerTests unit tests, 1 sporadically fails
2 Days Ago
Bugfix(tests): CompanionServerTests - setup player lookup map Broke since one of our optims way back. Tests: ran CompanionServerTests - now 2 failing
2 Days Ago
Bugfix(tests): CompanionServerTests - use unique persistence database per test run If a test goes wrong, the cleanup doesn't happen, which borks all the subsequent tests in a run Tests: ran CompanionServerTests - 16 pass, 3 fail
2 Days Ago
Bugfix(tests): rewrite GrowableGenesTests no allocs tests to use ServerProfiler new api Think my old hacky solution finally broke Tests: ran GrowableGenesTests test - it passes
2 Days Ago
Bugfix(tests): workaround "don't add editor components" safety check when running editor unit tests Tests: ran GameTraceTests unit tests - they now all pass
2 Days Ago
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests Tests: ran GamePhysicsTests unit tests, now all pass
3 Days Ago
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
3 Days Ago
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
3 Days Ago
Buildfix(tests): all modes compile Tests: clicked through all modes
3 Days Ago
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
3 Days Ago
Merge: from main
3 Days Ago
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
3 Days Ago
Bugfix: ensure AntiHack states are properly expanded when going from Jobs 2 to Jobs 3 Tests: sanity test on craggy in editor, switched Jobs 2 to 3
3 Days Ago
Clean: one more unnecessary playerCache passing Tests: compiles
3 Days Ago
Bugfix: ensure SpeedhackStates and FlyhackStates have sufficient storage - remove playerCache propagation where we already pass a ReadOnlySpan Tests: ran unit tests
3 Days Ago
Clean(tests): 30% restructure of Assembly-CSharp-Editor.dll tests Tests: none, will rerun once all moved
3 Days Ago
Clean(tests): restructure Facepunch.System.Tests.dll tests - removed FPTask and associated tests (was experimental code) Tests: ran unit tests
3 Days Ago
Clean: restructure Rust.Global.Tests.dll tests Tests: ran unit tests. some OBBTests sporadically fail, but pass on 2nd run - think same as before
6 Days Ago
Clean(tests): rename DummyServer -> TestServer Tests: compiles
6 Days Ago
Clean(tests): consolidate various test entities/systems Tests: none, going to happen later
6 Days Ago
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces - replaced manual measurement loops with Test.Perf.MeasureAndPrint Tests: none, leaving till later
6 Days Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
6 Days Ago
Update: debug.printqueues now also prints queue capacity Tests: printed queues while being blasted by turrets