userDaniel Pcancel

3,480 Commits over 822 Days - 0.18cph!

Today
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
Today
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
Today
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
Today
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
Today
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
Today
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
Yesterday
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
Yesterday
Merge: from main
Yesterday
Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
Yesterday
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
Yesterday
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
Yesterday
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
3 Days Ago
Buildfix: configure unity_installer_url for fpbuild Tests: none
3 Days Ago
Merge: from main
3 Days Ago
Merge: from main
6 Days Ago
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6 Days Ago
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6 Days Ago
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7 Days Ago
Merge: from main
7 Days Ago
Update: meta changes for some(?) textures on reimport Tests: none
7 Days Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
7 Days Ago
Update: automatic package upgrades Tests: none
15 Days Ago
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
15 Days Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
15 Days Ago
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
15 Days Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
15 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
15 Days Ago
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
15 Days Ago
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
16 Days Ago
Merge: from main
16 Days Ago
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16 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
16 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
16 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
16 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
17 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
17 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
17 Days Ago
Merge: from main
17 Days Ago
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
17 Days Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
17 Days Ago
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17 Days Ago
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21 Days Ago
Update: clear more of the world state - don't change nexus state - abort if player isn't fully connected Abandoned trying to support reload in C+S editor, it's a gian can of worms Tests: reloaded on playground
21 Days Ago
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
21 Days Ago
Update: allos changing scenes via reloadmap - remove old hacky reapproveplayer, no longer need for testing Tests: was able to reload from Playground to CraggyIsland in C+S editor and interact with the world
22 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
22 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
22 Days Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
22 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
22 Days Ago
Bugfix: avoid RustNavigation NRE spam on reload - move RustNAvigation to Server scene - LoadLevelAsync can preserve server scene in C+S setup - add missing player states on the server to facilitate connect-lite flow Tests: ran reloadlevel - no NRE spam, but camera is detached