userDaniel Pcancel
branchrust_reboot/main/itemcontainer_ipooledcancel

16 Commits over 31 Days - 0.02cph!

2 Months 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)
2 Months Ago
Buildfix: invalid macro scope Tests: built in none mode - passed
2 Months 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
2 Months Ago
Update: Temp logging of geiger counter equip events Tests: local session
2 Months 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
2 Months Ago
Update: Converting custom combat logs to use LogEntry Tests: local session, checked that collisions generated hurt logs
2 Months 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
2 Months 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
2 Months 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
2 Months Ago
Update: When logging emit an instance ID Without it can be hard to aggregate logs per game object Tests: ran in editor
2 Months Ago
Bugfix: RCon test page now works It's barebones, but enough. Tests: tested in local session, could see commands take effect
2 Months 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
2 Months Ago
Clean: simplify code in WhatUsesThis.ParsePrefab Tests: none, trivial changes
2 Months 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
2 Months 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
2 Months 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