userDaniel Pcancel

1,623 Commits over 396 Days - 0.17cph!

1 Year Ago
Bugfix: avoid parsing invalid paths in SaveViewer Tests: tried to use a malformed path
1 Year Ago
Bugfix: Avoid leaking protobuff entities in SaveViewer Tests: loaded a save multiple times
1 Year Ago
Clean: remove redundant code in SaveViewer Tests: filtered a small save
1 Year Ago
Bugfix:SaveViewer no longer constantly filters - Also clear up cached results when user clears save file path Tests: stepped through the code, confirmed execution happened only once
1 Year Ago
Update: Migrating ConvertSaveFile func to SaveViewer - Removed old CovertSaveFile Tests: checked sorting works on a small save, export generates valid csvs
1 Year Ago
Merge: from main I also renamed this branch(used to be itemcontainer_ipooled) Tests: spawned on cragy, killed a scientist, confirmed m92 was marked to not save before kill, then marked for save after kill
1 Year Ago
Bugfix: Fix equipped item entity leak into savegames Fixed by tracking whether owher player-entity will be saved or not, and banning equipped items from saving. Tests: - Ran in local editor with known offender 'scientistnpc_junkpile_pistol.prefab' - it no longer orphaned it's items on save-load - Built a local server executable, let it simulate for 30 mins, saved-loaded - there were no instances of 'geiger_counter' and only 1 instance of m92 (out of 253 on the server), it's child `lasersight` also was 0 (out of 143 original)
1 Year Ago
Buildfix: invalid macro scope Tests: built in none mode - passed
1 Year Ago
Update: Allow control for individual log type level - dev level works as before by overwriting all of log type levels This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility. Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
1 Year Ago
Update: Temp logging of geiger counter equip events Tests: local session
1 Year Ago
Optim: defer boxing when calling LogEntry Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level. Tests: ran local session, logs still there
1 Year Ago
Update: Converting custom combat logs to use LogEntry Tests: local session, checked that collisions generated hurt logs
1 Year Ago
Update: minor log format changes to help with searchability By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn) Tests: ran locally
1 Year Ago
Clean: Making frequent logs less spammy in normal detail mode - Bradley velocity report is removed (as it didn't add much value) - Network update logs moved to highest detail level, 3 Otherwise, it floods the output too much, making it hard to parse logs Tests: ran locally, checked logs are less spammy
1 Year Ago
Bugfix: Fix logging name frequently missing a NetID It was possible to generate and cache name too early Tests: local editor session, observed that same game object's identity updated properly
1 Year Ago
Update: When logging emit an instance ID Without it can be hard to aggregate logs per game object Tests: ran in editor
1 Year Ago
Bugfix: RCon test page now works It's barebones, but enough. Tests: tested in local session, could see commands take effect
1 Year Ago
New: Initial version of Save Viewer It's very simplistic, but currently displays ID, prefab name, and parent ID (if exists). Allows to search by these and prefab name Tests: loaded a test save from staging server (200k entities, 20mb), was able to interact and get data I wanted
1 Year Ago
Clean: simplify code in WhatUsesThis.ParsePrefab Tests: none, trivial changes
1 Year Ago
Bugfix: WhatUsesThis - avoid duplciate results It was possible that our recursive search would pick up the same references as AssetDatabase, so exclude those. Tests: Asset used to return 5 results with 2 pairs of dupes - now it's 3 results with no dupes
1 Year Ago
Update: WhatUsesThis is now able to inspect prefabs recursively It'll search for any GUIDs that are mentioned on any attached MonoBehaviors and cache them. Search is done in the background while database scan is ongoing - no perf degradation. Tests: ran Rebuild then searched for the prefab that didn't report any results - now reports 6 hits
1 Year Ago
Update: pool.print_memory now allows to filter by T, case sensitie Will be useful in narrowing down leaks in a more precise fashion Tests: Ran the command with/without filter args
1 Year Ago
Merge: from /main/expand_ipooled Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
1 Year Ago
Merge: from main I've reached a good checkpoint, so prepping to merge back to staging Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
1 Year Ago
Update: TokenBucket implements IPooled Tests: none, trivial changes
1 Year Ago
Update: Sliced-/GranularAudioClip.Grain now implement IPooled Didn't realize there were extra similar types, added. Tests: None, trivial changes
1 Year Ago
Update: Planner.Guide.Snapping implements IPooled Another candidate for struct conversion - added it to the task. Tests: tested with laser light snapping - still snaps
1 Year Ago
Update: SoundModulation.Modulator now implements IPooled Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this. Tests: local session, ran around and shot - could hear steps, impact on different surfaces
1 Year Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
1 Year Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
1 Year Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible Since more IPooled usage has been added, these were left untouched by accident. Tests: none, trivial changes
1 Year Ago
Merge: from main Tests: checked all modes build
1 Year Ago
Update: Network.Message implements IPooled Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now. Also marked a static as readonly, since we never modify it. Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
1 Year Ago
Update: WaterDynamics.InstanceBatch implements IPooled Also removed a bit of dead code and unused functions. Tests: checked that rowboat still produces foam
1 Year Ago
Update: PlayerReclaimEntry implements IPooled Tests: tested in local multiplayer in softcore mode
1 Year Ago
Update: ImpostorBatch implements IPooled Moved some code around and removed some always-true checks. Tests: during local game hit all new functions in the right order
1 Year Ago
Update: convert PositionLerp to IPooled Previously implemented as IDisposable, so this was a straighforward switch. Tests: ran a local 2player game, forced the client to disconnect - confirmed EnterPool got called
1 Year Ago
Merge: from main Tests: built all modes in editor
1 Year Ago
Update: fixing invalid namespace reference Tests: none, trivial change
1 Year Ago
Clean: Removing other TMP hidden warnings Turns out I added an extra csc file that I missed today. Tests: none, trivial changes
1 Year Ago
Update: fixing depr warnings in TMP Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already. Tests: none, trivial changes
1 Year Ago
Update: Review feedback Avoid creating a struct when fetching state of ParticleSystem Tests: none, trivial change
1 Year Ago
Merge: from main Tests: Build all modes
1 Year Ago
Merge: from /main/pool_reduce_freeunsafe Tests: tested on feature branch with build tests
1 Year Ago
Update: Replace Pool.FreeUnsafe with Free No funcitonal change, just reducing work in the future. Also updated relevant binary. Tests: Build a win64 client locally and built all modes in editor.
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Buildfix: updating stale DLL Tests: built all modes
1 Year Ago
Update: Fixing obsolete FreeList usage Tests: none, trivial change