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2,503 Commits over 639 Days - 0.16cph!

9 Days Ago
Bugfix(tests): CompanionServerTests - setup player lookup map Broke since one of our optims way back. Tests: ran CompanionServerTests - now 2 failing
9 Days Ago
Bugfix(tests): CompanionServerTests - use unique persistence database per test run If a test goes wrong, the cleanup doesn't happen, which borks all the subsequent tests in a run Tests: ran CompanionServerTests - 16 pass, 3 fail
9 Days Ago
Bugfix(tests): rewrite GrowableGenesTests no allocs tests to use ServerProfiler new api Think my old hacky solution finally broke Tests: ran GrowableGenesTests test - it passes
9 Days Ago
Bugfix(tests): workaround "don't add editor components" safety check when running editor unit tests Tests: ran GameTraceTests unit tests - they now all pass
9 Days Ago
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests Tests: ran GamePhysicsTests unit tests, now all pass
9 Days Ago
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
9 Days Ago
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
9 Days Ago
Buildfix(tests): all modes compile Tests: clicked through all modes
9 Days Ago
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
9 Days Ago
Merge: from main
9 Days Ago
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
9 Days Ago
Bugfix: ensure AntiHack states are properly expanded when going from Jobs 2 to Jobs 3 Tests: sanity test on craggy in editor, switched Jobs 2 to 3
9 Days Ago
Clean: one more unnecessary playerCache passing Tests: compiles
9 Days Ago
Bugfix: ensure SpeedhackStates and FlyhackStates have sufficient storage - remove playerCache propagation where we already pass a ReadOnlySpan Tests: ran unit tests
9 Days Ago
Clean(tests): 30% restructure of Assembly-CSharp-Editor.dll tests Tests: none, will rerun once all moved
10 Days Ago
Clean(tests): restructure Facepunch.System.Tests.dll tests - removed FPTask and associated tests (was experimental code) Tests: ran unit tests
10 Days Ago
Clean: restructure Rust.Global.Tests.dll tests Tests: ran unit tests. some OBBTests sporadically fail, but pass on 2nd run - think same as before
12 Days Ago
Clean(tests): rename DummyServer -> TestServer Tests: compiles
12 Days Ago
Clean(tests): consolidate various test entities/systems Tests: none, going to happen later
12 Days Ago
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces - replaced manual measurement loops with Test.Perf.MeasureAndPrint Tests: none, leaving till later
12 Days 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
12 Days Ago
Update: debug.printqueues now also prints queue capacity Tests: printed queues while being blasted by turrets
12 Days Ago
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0 - explicitly calling Clear resets the state back to inital 256 capacity Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term. Tests: visited outpost, got blasted by turrets
12 Days Ago
Merge: from fix_invoke_flood - Optim: prevent repeating invokes flooding work after stalls Tests: observed animals moving normally
12 Days Ago
Optim: change scheduled time for repeating invokes Previously, we would schedule repeating invokes from current time, meaning overtime they would drift towards one frame, causing work spikes. Now we maintain interval in respect to original time, which should preserve original scattering Tests: ran around with a lit torch on procgen, some wildlife moving
13 Days 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
13 Days Ago
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
13 Days Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
13 Days Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
13 Days Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
13 Days Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
13 Days Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
13 Days Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
13 Days Ago
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
13 Days Ago
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt
13 Days Ago
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
14 Days 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
14 Days Ago
Update: when player disconnects don't try to find a new target for spectators, just let them hoves in 3p Tests: spectated a player that disconnected, stayed on it's sleeper
14 Days Ago
Merge: from main
14 Days 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)
14 Days Ago
Clean(tests): replace more handrolled index set generation with AntiHackTests.GenerateIndexPermutations Tests: ran all afected tests
14 Days Ago
Bugfix(tests): use 1^-5 epsilon for water level consistency in TestWaterLevelsConsistency Tests: ran unit test
14 Days Ago
Merge: from main
14 Days Ago
Merge: from demo_3p_camera_fix - Bugfix for 3p camera spazzing out in client demos Tests: played back a demo and switched to 3p and back
14 Days Ago
Bugfix: ensure 3p camera in client demos uses selected player's eyes Tests: play back demo, was able to go 3rd person on active player
14 Days Ago
Merge: from jobs2_demos_fix - Bugfix for players not moving in client demos recorded on Jobs 2 servers Tests: recorded on craggy with jobs 2, played back - all's gud
14 Days Ago
Bugfix: fix player not moving in demos recorded on Jobs 2 servers The cached list of unoccluded players was missing owner player Tests: recorded a demo on craggy with jobs 2, played back - player and camera was moving
14 Days Ago
15 Days Ago
Merge: from main
15 Days Ago
Merge: from main