userDaniel Pcancel
branchrust_reboot/main/expand_ipooledcancel

16 Commits over 0 Days - ∞cph!

23 Days 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.
23 Days Ago
Update: TokenBucket implements IPooled Tests: none, trivial changes
23 Days Ago
Update: Sliced-/GranularAudioClip.Grain now implement IPooled Didn't realize there were extra similar types, added. Tests: None, trivial changes
23 Days 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
23 Days 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
24 Days Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
24 Days Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
24 Days Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
24 Days Ago
Merge: from main Tests: none
27 Days 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
27 Days Ago
Merge: from main Tests: checked all modes build
27 Days 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.
27 Days Ago
Update: WaterDynamics.InstanceBatch implements IPooled Also removed a bit of dead code and unused functions. Tests: checked that rowboat still produces foam
27 Days Ago
Update: PlayerReclaimEntry implements IPooled Tests: tested in local multiplayer in softcore mode
27 Days 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
28 Days 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