userDaniel Pcancel

3,492 Commits over 822 Days - 0.18cph!

Today
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
Today
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
Today
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
Today
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
Today
Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
Today
Bugfix: ItemModCookable - cache relevant information before destroying item Tests: cookign tests pass
Today
Update: add ItemManager.RemoveImmediate to validate removing DoRemove Temp set to true, will revert back to default false before merging Tests: ran automated tests - a bunch of failures
3 Days Ago
Merge: from websocket_merge_write - Update: replace websocket-sharp with Fleck, should reduce websocket bandwith overhead Tests: profiled server sending packets, saw no allocs
3 Days Ago
Update: update Fleck bins - Release bins from commit 3b1b9e08 Tests: none
3 Days Ago
Clean: delete websocket-sharp.dll & license note from project Tests: editor compiles
3 Days Ago
Update: replace websocket-sharp with fleck in RustRelay Tests: profiled in editor, no allocs during packet sending
3 Days Ago
Update: new fleck with client websocket support - release bins from 7093f4c9 Tests: ran auto tests
4 Days Ago
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
4 Days Ago
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
4 Days Ago
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit Tests: booted local relay server, didn't see errors during streaming
5 Days Ago
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
5 Days Ago
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
5 Days Ago
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
5 Days Ago
Merge: from unity_6000.3.26f1 - Update: upgraded unity engine to 6000.3.26f1 Tests: opened project, used standalone client to connect to standalone server with procgen map
5 Days Ago
Merge: from main
5 Days Ago
Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
5 Days Ago
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
5 Days Ago
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
6 Days Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
7 Days Ago
Buildfix: configure unity_installer_url for fpbuild Tests: none
7 Days Ago
Merge: from main
7 Days Ago
Merge: from main
11 Days Ago
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11 Days Ago
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11 Days Ago
Merge: from main
11 Days Ago
Update: meta changes for some(?) textures on reimport Tests: none
11 Days Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
11 Days Ago
Update: automatic package upgrades Tests: none
19 Days Ago
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
19 Days Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
20 Days Ago
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
20 Days Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
20 Days Ago
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
20 Days Ago
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
20 Days Ago
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
20 Days Ago
Merge: from main
20 Days Ago
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20 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
20 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
20 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
20 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
21 Days Ago
Merge: from mt_snapshot_saving - Bugfix for Helicopter Flare saving corrupting InvokeHandler in Jobs 4 Tests: spawned mini copter, fired off a stack of flares, couldn't fire anymore
21 Days Ago
Bugfix: fix not MT safe saving of helicopter flares Helicopter flares are cached on use/inv change Tests: got into a minicopter on craggy, fired a stack of flares, couldn't fire anymore
21 Days Ago
Merge: from main