userDaniel Pcancel
branchrust_reboot/main/netmsg_loadmapcancel

25 Commits over 30 Days - 0.03cph!

4 Days Ago
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4 Days Ago
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4 Days Ago
Merge: from main
13 Days Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
13 Days Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
13 Days Ago
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
13 Days Ago
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
13 Days Ago
Merge: from main
13 Days Ago
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13 Days Ago
Bugfix: skip deinitialization when unloading scenes before loading next one Previously it was only skipping when returning to main menu Tests: loaded from craggy to procgen a couple times, no more asserts
14 Days Ago
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
14 Days Ago
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
14 Days Ago
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
15 Days Ago
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
15 Days Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
15 Days Ago
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19 Days Ago
Update: clear more of the world state - don't change nexus state - abort if player isn't fully connected Abandoned trying to support reload in C+S editor, it's a gian can of worms Tests: reloaded on playground
19 Days Ago
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
19 Days Ago
Update: allos changing scenes via reloadmap - remove old hacky reapproveplayer, no longer need for testing Tests: was able to reload from Playground to CraggyIsland in C+S editor and interact with the world
20 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
20 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
20 Days Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
20 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
20 Days Ago
Bugfix: avoid RustNavigation NRE spam on reload - move RustNAvigation to Server scene - LoadLevelAsync can preserve server scene in C+S setup - add missing player states on the server to facilitate connect-lite flow Tests: ran reloadlevel - no NRE spam, but camera is detached
20 Days Ago
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S