3,219 Commits over 792 Days - 0.17cph!
Merge: from async_serveroccl_gen
- Bugfix for exception about profiler being not available on server boot
Tests: booted craggy
Clean(editor): a bit more dead code removal
Tests: used LoadMapTool to investigate server occlusion concerns
Clean: remove profiler disabling on boot
Was temp measure code that slipped in
Tests: none, trivial change
Merge: from mt_snapshot_saving
- Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode
Tests: spawned and interacted with them
Bugfix: avoid thread race modifying same list when saving DisplayBoxStorage
- cache is now an array rather than a list
Tests: setup a display box storage, showed items in it, could see contents inside change
Bugfix: eagerly instantiate PaintballColorLookup to avoid it happening on Save, which is not mt safe
Tests: spawned on craggy, switched on jobs 4 and shot with a paintball gun
Update: add store.unloadAssets convar, default true
Controls whether hiding store unloads assets or not. To re-enable requires restarting the game
Tests: navigated store in bundled editor with convar disabled
Bugfix: fix disconnect flow causing double unsubscribe
- introduce UI_Windon::OnVisibilityChanged
- move all the sub/unsub code to it
Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
Bugfix: recache icons when opening menu via escape and arriving at the store
Tests: standalone - connected to the server and opened-closed menu multiple times
Optim: consolidate bundle un-/sub to store opening closing
- force reload the active tab when opening store page
Lets us unload resources while being ingame. Saves us 380MB in textures
Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
Bugfix: make sure grids of general store tab get notified about closure
Avoids growing asset bundle ref count
Tests: navigated through abunch of menus, no errors
Update: convert icons on DLC tab to be dynamic refs
- updated StoreBundleTool to auto-update stale properties after bundle assignment
- ran dyn ref bundle assign
- also made CoverImage only do non-unity-null check as it was misfiring
Tests: navigated through in editor both in db and bundle backends, tried standalone
Bugfix: fix loading prefabs from asset bundles via nested components
Tests: booted in bundle editor, was able to click on shop UI
Undo: pulling in originals is unnecessary atm
Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle
Tests: none
Update: pull prefab originals if prefab variants were assigned to dynamic bundle
Pulls just 1 prefab, but worth to do anyway. Still chasing why engine fails to load prefabs in bundle mode.
Tests: built new bundles, checked manifest and loaded in editor
Update: gather assets into dynamic UI bundle as a first step, to capture all deps (40MB -> 0.6GB)
- mode ui/menu2 assets from props-other assetscene to prefabs (otherwise no idea how it used to work before)
- also add a bit earlier error checking when loading from bundle
Tests: editor in bundle mode - able to see all but 2 icons, but prefabs are not loading
Bugfix: dynamically load sprites in store's item overlay
- converted some ugly safety code to new IsValid extension
Tests: navigated and clicked through all the shop UI - stuff was there
Bugfix: make shop tiles clickable
- reassigned bundles to resources as some were stale and wrong
- ripped out Update Dyn Ref action, as the data source is now not saved
- also replaced manual FileSystem calls with Load method to keep it clean
- improved dynamic resource logging to know which resource failed to load
Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
Update: Mark all static asset props as NonSerialized
This breaks asset dependency link, can test if everything correctly hooked up
Tests: navigated shop ui - most tiles are there but some not clickable. dlc pages open but missing icons in detail view
Bugfix: ensure coverImage is enabled when initialized after initEmpty
Think it's time to move to standalone testing
Tests: navigated shop UI - all tiles had images
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click
- ran dyn ref assign
Tests: clicked through all dlc items - all open
Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup)
- Moved tab opening to OnOpened, after dynamic bundle resources were loaded
- also implement better handling of overwrites
Too much time chasing editor boot optim skipping warmup causing weirdness
Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
Bugfix: rename a field to let StoreBundleTool find replicated ref field
- ran dyn ref & bundle assigns
Tests: can click on featured tiles in store (but tile icon was still missing)
Update: ran "Update UI bundle assignments"
- fixed it up to skip reimporting assets with correct bundle assignations
Tests: checked meta files
Update: progress on reviving dynamic shop assets
- restore most of ui logic to cache/uncache dynamic bundle
- make storeitemdlc use dyn ref for page prefab
- change store logic to create empty tiles on warmup, then fill with content once opened
Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage
- updated StoreBundleTool to also inspect private fields marked with SerializeField
- updated PageElementDrawer to render DynamicRef fields (and fix layout issues)
- ran UpdateDynRefs
Tests: inspected serialized prefabs
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover
- added default picker rendering to DynamicResourceRefDrawer
- ran StoreBundleTool to auto-assign DynamicPagePrefab
Tests: inspected the prefab changes
Update: submitting the results of script run
Tests: none
Update(editor): automate copying of original resource to DynamicResourceRef
- change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time
Tests: ran the new script, checked the modified prefabs
Update: Add DynamicResourceRef to UI_StoreTakeover
- amend prop drawer to invoke the right prop
Tests: none
Clean: remove PathProxyFor
- update StoreBundleTool to work with DynamicResourceRef
Tests: none, not in use yet
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib
Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution
Tests: added it to UI_StoreTakeover and it's drawer
Bugfix(editor): fix store prop drawer failing to draw
- added a fallback path for original image property
Cuased by missing path proxy field that I ripped out during merge
Tests: inspected JungleShowcase ui prefab
Buildfix: fix merge issues
Tests: editor opens
Merge: from hackweek_unsafescriptingaccess
- Bugfix for exception on boot for missing DLL entrypoint
Tests: booted into craggy on windows
Bugfix: grab latest binaries for Rust.Native
One of them was stale, breaking the feature
Tests: booted into craggy on windows - no more exception
Merge: from main
Been a year, lets see how borked everything is
Merge: from mt_snapshot_saving
- Bugfix for HittableByTrain components not saving in Jobs 4 mode
Tests: spawned a tall wooden barricade with Jobs 4 enabled
Bugfix: cache owner entity of HittableByTrains on init
Avoids lookups while running SaveComponent
Tests: spawned a wooden double barricade with jobs 4 enabled
Merge: from async_serveroccl_gen
- Optim: 4.5k server occlusion grid now generates in 22s, down from 45s
Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils
Tests: ran compile simulator
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug
Spent too long chasing non-existent domain reload ghosts
Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
Bugfix: avoid out of bounds access in FindComponent<T>
- also add editor ifdef guards for editor attribute
Results array can be oversized, since we reuse it
Tests: ran unit tests - pass