userDaniel Pcancel

1,999 Commits over 488 Days - 0.17cph!

4 Hours Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
4 Hours Ago
Update: BaseEntity.UpdateParenting no longer tries to update network group - When client receives an entity snapshot, allow it to update the network group if it's out of sync We already get network group change messages - there's no need to try to "guess" on the client and potentially desync. Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
5 Hours Ago
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group. Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
Today
Merge: from main
Today
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
Today
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Today
Clean: remove obsolete TODOs Tests: none, trivial change
Today
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Today
Merge: from main
Today
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
Yesterday
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Yesterday
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
Yesterday
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
Yesterday
Merge: from main
10 Days Ago
Merge: from hackweek_jit_explorer - Buildfix for missing type definitions Tests: built scripts in all editor modes
10 Days Ago
Buildfix: move type declarations to JITViewer Tests: compiled scripts in all editor build modes
10 Days Ago
Merge: from hackweek_jit_explorer - New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
10 Days Ago
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
10 Days Ago
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
11 Days Ago
Merge: from main
13 Days Ago
Update: apped hex prefix when emitting native method address Tests: none, trivial change
13 Days Ago
Update: emit address of native function Trying to chase up why sometimes names missmatch with what VS disassembly window shows Tests: viewed BasePlayer::BoxTest
13 Days Ago
Bugfix: use mnemonics instead of bytes when checking if decoding should finish My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts. Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
13 Days Ago
Update: better detection when to stop decoding stream - now tracks max referenced jump address and stops on last ret or jmp -offset Tests: viewed nested call in BasePlayer::BoxTest
13 Days Ago
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues Tests: viewed BasePlayer::BoxTest
13 Days Ago
Update: change asm text color if it's a potential address Tests: viewed BasePlayer::BoxTest
13 Days Ago
Bugfix: avoid double-draw Tests: viewed BasePlayer::BoxTest
13 Days Ago
Update: Add relative jump arrows This was much more painful than expected, but a bit of hodge-podge and it's gud Tests: viewed BasePlayer::BoxTest
14 Days Ago
Update: hook up native symbol resolution - ServerProfiler.Core built from 0b3b7d86 This gets us various mono_... calls, but still missing some function names - guessing those are mono-related but not part of mono dll itself Tests: Viewed BasePlayer::BoxTest and stepped through nested calls
14 Days Ago
Update: separate out JITViewer logic from ServerProfiler - ServerProfiler.Core built from 1074407d - also contains native symbol resolving logic, but not plugged in yet JITViewer functionality is now editor only(dll won't ship with builds). Tests: viewed BasePlayerr::BoxTest
14 Days Ago
Update: couple improvements to JIT viewer display - relative jumps are shown as "signed hex" offsets, to avoid jnz 0xffffffffffffffe cases - avoid duplication of address when we have a method name for a jitted address Tests: viewed BasePlayer::BoxTest and BasePlayer::ServerUpdateParallel
15 Days Ago
Clean: get rid of debug logs Tests: none, trivial change
15 Days Ago
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
15 Days Ago
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
15 Days Ago
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
15 Days Ago
Clean: logic refactor in prep for multiple view support Tests: viewed BasePlayer::BoxTest
15 Days Ago
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
15 Days Ago
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
16 Days Ago
Clean: remove binary dumping debug code Mystery byte was caused by fopen using "w" mode isntead of "wb", which allows windows to handle special characters. In our case it was injecting an extra byte that was screwing over jumps. But it was all debug code anyway. Tests: none, trivial change
16 Days Ago
Bugfix: treat instruction stream as 64bit, not 32bit - ServerProfiler built from 6c5c94dd Got mislead by Unity's mono --version reporting it as x86. Last bug left - an unexpected byte appearing mid instruction stream when copying from unmanaged, but missing on managed side Tests: viewed BasePlayer::ServerUpdateParallel
16 Days Ago
Bugfix: use ListView+labels intead of multiline TextField Fixes weird disappearing text and gets rid of the vertex limit for text Tests: viewed BasePlayer.ServerUpdateParallel
16 Days Ago
Update: display 32-bit disassembled instruction stream in editor window - ServerProfiler built from 5bff6c48 Couple weird issues - textfield goes invisible half-way through (but can copy the text out of it and goes back visible before end), binary stream differs between managed and unmanaged sides. Will chase up next Tests: viewed BasePlayer::ServerUpdateParallel
17 Days Ago
New: ServerProfiler can now dump raw binary of a managed method after JIT - using debug binary built from facc83cb Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels. Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
20 Days Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
20 Days Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
20 Days Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
20 Days Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
20 Days Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
21 Days Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
21 Days Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change