userDaniel Pcancel
reporust_rebootcancel

3,540 Commits over 853 Days - 0.17cph!

2 Hours Ago
Update: a couple more sprites that had meta changes Somehow got missed in update to 26f1 Tests: editor doesn't complain
2 Hours Ago
Update: automatic package upgrades Tests: editor compiles
4 Hours Ago
Update: allow clientvars to bypass admin requirement if they allow and do run from server Tests: none
5 Hours Ago
Bugfix: fix invalid level unloading order Tests: reloaded map on Craggy
Today
Bugfix: cl_loadmap - make sure inventory player preview is recreated after reload Tests: reloaded a couple times, player was visible
Today
Bugfix: cl_loadmap - nuke all map networkables after loading map Tests: reloaded map
Yesterday
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Yesterday
Update: replicate AssetSceneManifest from current asset scene states when building ContentDir Temp version to avoid constant asset scene rebuilds while iterating Tests: none
Yesterday
Update(editor): expose "Use ContentDir" toggle Tests: toggled on/off, used the path override
Yesterday
Update: pipe AssetSceneManager's scene un-/load requests back to FileSystem Allows ContentDir to load via LoadableSceneId Tests: none
Yesterday
Bugfix(editor): update unity version check for 6.7 Tests: script recompile - no more errors
Yesterday
Update: separate out AssetScene logic from AssetBundleBackend - plug it into ContentDirBackend as well Simplifies integration into ContentDirBackend Tests: none
2 Days Ago
Update: include assetscenes in contentdir build Back to 43k assets, 14.3GB output Tests: build server content dirs
2 Days Ago
Update: use a whitelist to reduce the amount of rogue assets that make it into server ContentDir builds Shrinks builds from 16.5GB to 9.1GB (44k -> 32k assets) Tests: ran build
3 Days Ago
Update: enable ContentDir build - use Uncompressed, loose output while iterating - clean up generated ContentDirRoot after build Tests: made a couple builds
3 Days Ago
Buildfix: stop QA island modifying splats because of saving with active paint mode Was mutating the splat textures, erroring out unity's content dir build determenism checks Tests: ran content dir - server build, passed
3 Days Ago
Bugfix: make sure ContentDirBackend serializes correctly Tests: generated ContentDirBackend
3 Days Ago
Merge: from remove_baseplayer_breadcrumbs - Clean: remove error logs related to mystery client NRE Tests: build simulator
3 Days Ago
Clean: remove all baseplayer NRE breadcrumbs and supporting code Tests: none, trivial change
3 Days Ago
Merge: from jobs4_default - Update: make UsePlayerUpdateJobs default to 4 Tests: none
3 Days Ago
Update: turn UsePlayerUpdateJobs to 4 by default Tests: none, trivial change
4 Days Ago
Update(editor): start working on ContentDir build process Translation from AssetBundle mapping seems to work, need to figure out how to treat scenes and try actually generating data Tests: ran it for server, inspected produced ContentDirRoot(unity doesn't recognize it, but raw data is there)
4 Days Ago
New: ContentDirBackend, potential successor to AssetBundleBackend - emulates dynamic bundles, but doesn't implement their mechanism Still need to implement ContentDirectory building and actually test if this works Tests: none
7 Days Ago
Update: couple materials that popped up after big reimport Tests: none
7 Days Ago
Update: 19.6k updated meta files for textures Tests: editor opens
7 Days Ago
Update: auto-updated package manifest + other global objects Tests: editor boots
10 Days Ago
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
10 Days Ago
Update: reserialized all Sprite assets, part 10/10
10 Days Ago
Update: reserialized all Sprite assets, part 9/N
10 Days Ago
Update: reserialized all Sprite assets, part 8/N
10 Days Ago
Update: reserialized all Sprite assets, part 7/N
10 Days Ago
Update: reserialized all Sprite assets, part 6/N
10 Days Ago
Update: reserialized all Sprite assets, part 5/N
10 Days Ago
Update: reserialized all Sprite assets, part 4/N
10 Days Ago
Update: reserialized all Sprite assets, part 3/N
10 Days Ago
Update: reserialized all Sprite assets, part 2/N
10 Days Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
10 Days Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
10 Days Ago
Update: refresh server test list Tests: ran my new tests
10 Days Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
10 Days Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
10 Days Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
10 Days Ago
Update: test list export Tests: none, trivial change
10 Days Ago
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
10 Days Ago
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
10 Days Ago
Bugfix: another batch of fixes from Item.Remove audit - removed 1 alloc DropUtil Tests: ItemContainer unit tests
10 Days Ago
Bugfix: another batch of fixes after review of Item.UseItem usages Tests: none, trivial changes
10 Days Ago
Bugfix: variety of use-after-free fixes related to Item.UseItem Tests: threw boomerangs
11 Days Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
11 Days Ago
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change