userDaniel Pcancel

3,219 Commits over 792 Days - 0.17cph!

Today
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
Today
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
Today
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
Today
Merge: from main
Today
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
Today
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
Today
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
Today
Merge: from main
4 Days Ago
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
4 Days Ago
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
5 Days Ago
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
5 Days Ago
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 >.>
6 Days Ago
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
6 Days Ago
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
6 Days Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
6 Days Ago
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
6 Days Ago
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
6 Days Ago
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
7 Days Ago
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
7 Days Ago
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
7 Days Ago
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
7 Days Ago
Merge: from main
7 Days Ago
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
7 Days Ago
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click - ran dyn ref assign Tests: clicked through all dlc items - all open
7 Days Ago
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
7 Days Ago
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)
7 Days Ago
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files
7 Days Ago
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
8 Days Ago
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
8 Days Ago
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
8 Days Ago
Update: submitting the results of script run Tests: none
8 Days Ago
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
8 Days Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
9 Days Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
9 Days Ago
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
9 Days Ago
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
9 Days Ago
Buildfix: fix merge issues Tests: editor opens
9 Days Ago
Merge: from main
9 Days Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
9 Days Ago
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
9 Days Ago
Merge: from main
11 Days Ago
Merge: from main Been a year, lets see how borked everything is
12 Days Ago
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
12 Days Ago
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
12 Days Ago
Merge: from main
12 Days Ago
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
12 Days Ago
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
12 Days Ago
Merge: from main
12 Days Ago
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
12 Days Ago
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