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2,155 Commits over 549 Days - 0.16cph!

47 Days Ago
Merge: from jobs_noclip_mask_fix - Bugfix for UsePlayerUpdateJobs > 0 NoClip checks incorrectly using vehicle layer mask - Updated unit test to check for above case Tests: ran unit test, tried to push against modular vehicles on craggy
47 Days Ago
Bugfix: AreNoClipping - fix vehicle layer inclusion logic actually excluding the layer from the mask - Also uncommented one test that I accidentally submitted as commented Tests: ran unit tests - they now pass
47 Days Ago
Tests: TestNoClipConsistency - add vehicle detail colliders to catch inconsistency - also don't reinvent the wheel with permutation combinations, just use [Values] instead as before Tests: unit test fails (expected, will fix next)
47 Days Ago
Tests: Amend TestNoClipConsistency to generate players permutations with non-zero vehiclePauseTime alongside forceCastTime This should trigger a slightly different code path for noclip checks. Still need to generate relevant physics colliders to validate this path. Tests: ran TestNoClipConsistency
47 Days Ago
Merge: from jobs_coarsedist_crashfix - Bugfix: fixes crash when players connect to a fresh server with UsePlayerUpdateJobs > 0 Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
47 Days Ago
Bugfix: UsePlayerUpdateJobs - fix GatherWavesIndicesJobIndirect returning invalid count of deepsea players - Also fixed invalid index usage for acessing positions Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
48 Days Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
48 Days Ago
Update: BaseEntity.UpdateParenting no longer tries to update network group - When client receives an entity snapshot, allow it to update the network group if it's out of sync We already get network group change messages - there's no need to try to "guess" on the client and potentially desync. Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
48 Days Ago
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group. Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
48 Days Ago
Merge: from main
48 Days Ago
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
48 Days Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
48 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
48 Days Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
48 Days Ago
Merge: from main
48 Days Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
49 Days Ago
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
49 Days Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
49 Days Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
50 Days Ago
Merge: from main
58 Days Ago
Merge: from hackweek_jit_explorer - Buildfix for missing type definitions Tests: built scripts in all editor modes
58 Days Ago
Buildfix: move type declarations to JITViewer Tests: compiled scripts in all editor build modes
58 Days Ago
Merge: from hackweek_jit_explorer - New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
58 Days Ago
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
58 Days Ago
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
58 Days Ago
Merge: from main
2 Months Ago
Update: apped hex prefix when emitting native method address Tests: none, trivial change
2 Months Ago
Update: emit address of native function Trying to chase up why sometimes names missmatch with what VS disassembly window shows Tests: viewed BasePlayer::BoxTest
2 Months Ago
Bugfix: use mnemonics instead of bytes when checking if decoding should finish My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts. Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
2 Months Ago
Update: better detection when to stop decoding stream - now tracks max referenced jump address and stops on last ret or jmp -offset Tests: viewed nested call in BasePlayer::BoxTest
2 Months Ago
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: change asm text color if it's a potential address Tests: viewed BasePlayer::BoxTest
2 Months Ago
Bugfix: avoid double-draw Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: Add relative jump arrows This was much more painful than expected, but a bit of hodge-podge and it's gud Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: hook up native symbol resolution - ServerProfiler.Core built from 0b3b7d86 This gets us various mono_... calls, but still missing some function names - guessing those are mono-related but not part of mono dll itself Tests: Viewed BasePlayer::BoxTest and stepped through nested calls
2 Months Ago
Update: separate out JITViewer logic from ServerProfiler - ServerProfiler.Core built from 1074407d - also contains native symbol resolving logic, but not plugged in yet JITViewer functionality is now editor only(dll won't ship with builds). Tests: viewed BasePlayerr::BoxTest
2 Months Ago
Update: couple improvements to JIT viewer display - relative jumps are shown as "signed hex" offsets, to avoid jnz 0xffffffffffffffe cases - avoid duplication of address when we have a method name for a jitted address Tests: viewed BasePlayer::BoxTest and BasePlayer::ServerUpdateParallel
2 Months Ago
Clean: get rid of debug logs Tests: none, trivial change
2 Months Ago
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
2 Months Ago
Clean: logic refactor in prep for multiple view support Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
2 Months Ago
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
2 Months Ago
Clean: remove binary dumping debug code Mystery byte was caused by fopen using "w" mode isntead of "wb", which allows windows to handle special characters. In our case it was injecting an extra byte that was screwing over jumps. But it was all debug code anyway. Tests: none, trivial change
2 Months Ago
Bugfix: treat instruction stream as 64bit, not 32bit - ServerProfiler built from 6c5c94dd Got mislead by Unity's mono --version reporting it as x86. Last bug left - an unexpected byte appearing mid instruction stream when copying from unmanaged, but missing on managed side Tests: viewed BasePlayer::ServerUpdateParallel
2 Months Ago
Bugfix: use ListView+labels intead of multiline TextField Fixes weird disappearing text and gets rid of the vertex limit for text Tests: viewed BasePlayer.ServerUpdateParallel
2 Months Ago
Update: display 32-bit disassembled instruction stream in editor window - ServerProfiler built from 5bff6c48 Couple weird issues - textfield goes invisible half-way through (but can copy the text out of it and goes back visible before end), binary stream differs between managed and unmanaged sides. Will chase up next Tests: viewed BasePlayer::ServerUpdateParallel
2 Months Ago
New: ServerProfiler can now dump raw binary of a managed method after JIT - using debug binary built from facc83cb Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels. Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
2 Months Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating