userDaniel Pcancel
branchrust_reboot/maincancel

286 Commits over 669 Days - 0.02cph!

6 Days Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes another edge case of weirdly formatted vec3 using StringView.ToVec3 Tests: unit tests
6 Days Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
7 Days Ago
Merge: from player_benchmark_improvements - Bugfix for PlayerModelBenchmark scene missing from builds Tests: none, trivial change
10 Days Ago
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10 Days Ago
Merge: from alloc_clean_june2026 - Optim: amortise or remove 19 allocation sources Tests: on craggy, gathered resources, built a mini base
11 Days Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
11 Days Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
11 Days Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
18 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
18 Days Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
19 Days Ago
Merge: from pool_mt - Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
21 Days Ago
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21 Days Ago
Merge: from serverocclusion_unittests_fixes - Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results - Bugfix(tests): fix invalid setup of server occlusion visibility in select tests Tests: ran unit tests
21 Days Ago
Merge: from pool_mt - Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0) Tests: unit tests and played on Craggy in editor
40 Days Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
40 Days Ago
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45 Days Ago
Merge: from objectworkqueue_valuetype_allocs - Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled Tests: none, trivial change. Checked IL
46 Days Ago
Merge: from createcorpse_triggerparent_nre - Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed Tests: ran auto tests
47 Days Ago
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
48 Days Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
49 Days Ago
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value) - also submitting missing meta file Tests: compiles
51 Days Ago
Merge: from fix_boat_no_sail - Bugfix for boats and vehicles getting stuck in open areas, effects not playing, building appearing slow Tests: unit and perf tests, built and sailed a boat on craggy
52 Days Ago
Merge: from stableobjectcache_taa_nulls - Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it - Bugfix: fix for "Adding null to TransformAccessArray" warning Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
55 Days Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
55 Days Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
58 Days Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones - Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory Tests: booted a server from a save and connected to it
58 Days Ago
Subtract: roll back 148302 - merge from usepalyerupdatejobs_purge Release servers are crashing (but debug not). Will chase up next week
59 Days Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones Tests: unit tests + ran around on craggy, used heli, zipline, swam
60 Days Ago
Merge: from triggerparent_jobs_isinside - Buildfix Tests: built server locally
60 Days Ago
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2 Months Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
2 Months Ago
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
2 Months Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
2 Months Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
2 Months Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
2 Months Ago
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
2 Months Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
2 Months Ago
Merge: from projectileweaponmod_allocs - Optim: get rid of missed alloc in ProjectileWeaponMod aggregation calls Tests: inspected snapshot taken while shooting
2 Months Ago
Merge: from buildingprivlidge_invoke_allocs - Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke Tests: none, trivial change
2 Months Ago
Remerge of 147094 - Merge: from projectileweaponmod_allocs
2 Months Ago
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
2 Months Ago
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3 Months Ago
Merge: from reorganize_unit_tests - Buildfix Tests: switched through all modes
3 Months Ago
Merge: from reorganize_unit_tests - Clean(tests): reorganize unit test structure - all test classes are either in Tests.Unit or Tests.Perf or both namespaces - Bugfix(tests): patch up a bunch of test classes so that they work properly Tests: ran all unit tests. some spurriously fail as part of big batch, but individual test classes pass.
3 Months Ago
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
3 Months Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
3 Months Ago
Merge: from fix_invoke_flood - Optim: prevent repeating invokes flooding work after stalls Tests: observed animals moving normally
3 Months Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
3 Months Ago
Merge: from spectate_stay_after_dc - Update: spectating players now always stay on a disconnected player's sleeper instead of searching for new target Tests: spectated 2nd player, 2nd disconnected, spectator stayed
3 Months Ago
Merge: from useplayerupdatejobs 3 - Optim: new UsePlayerUpdateJobs 3 mode that adds parallelizes more work and reduces task-related allocs - New: our fork of UniTask Tests: unit tests and simple testing on Craggy (booted with Jobs 3, teleported around)