userDaniel Pcancel

3,423 Commits over 792 Days - 0.18cph!

26 Days Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
26 Days Ago
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
26 Days Ago
Merge: from main
26 Days Ago
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
26 Days Ago
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
26 Days Ago
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
27 Days Ago
Merge: from main
30 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
30 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
30 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
31 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 >.>
31 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
31 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
32 Days Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
32 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
32 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
32 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
32 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
32 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
32 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
33 Days Ago
Merge: from main
33 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
33 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
33 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
33 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)
33 Days Ago
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files
33 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
33 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
34 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
34 Days Ago
Update: submitting the results of script run Tests: none
34 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
34 Days Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
34 Days Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
34 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
35 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
35 Days Ago
Buildfix: fix merge issues Tests: editor opens
35 Days Ago
Merge: from main
35 Days Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
35 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
35 Days Ago
Merge: from main
37 Days Ago
Merge: from main Been a year, lets see how borked everything is
37 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
37 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
37 Days Ago
Merge: from main
37 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
37 Days Ago
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
37 Days Ago
Merge: from main
37 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
37 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
37 Days Ago
Optim: tweak batch size when calculating server occlusion narrow phase This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s Tests: ran generation in editor