userDaniel Pcancel

3,438 Commits over 822 Days - 0.17cph!

Today
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
Today
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
Yesterday
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
Yesterday
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
Yesterday
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
Yesterday
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
Yesterday
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
Yesterday
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
2 Days Ago
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S
3 Days Ago
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
3 Days Ago
Bugfix: fix playermovement NRE when initializing a parented player Can happen if snapshots arrive out of order on connect Tests: booted into craggy
4 Days Ago
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
4 Days Ago
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
4 Days Ago
Merge: from poolanalyzer_ifempty_support - Bugfix for analysis NREs in editor - Allows to write "if(isEmpty) free" patterns Tests: removed workaround, editor code compiles
4 Days Ago
Update(editor): Rust.CodeAnalyzer - support "if(obj.IsEmpty or obj.Count == 0) Free" patterns - bugfix variable scope search throwing NREs for out param declarations - release binary from 57e96efa Tests: removed my workaround and it no longer trips up analyzer. editor boots
7 Days Ago
Merge: from mt_snapshot_saving - Clean: removal of old MutexPool, hasn't been in use for 2months Tests: booted craggy, ran print_memory
7 Days Ago
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
7 Days Ago
Merge: from main
7 Days Ago
Merge: from ui_store_slim_ram - Optim to stop loading store atlases, saves up to 250MB - Bugfix for missing images in workshop tab Tests: produced a build and inspected memory snapshots. navigated to workshop tab in inventory
7 Days Ago
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7 Days Ago
Cherrypick of 165805 from mt_snapshot_saving
7 Days Ago
Optim: defer loading of small atlases, and pack them into ui dynamic bundle Prevents loading of ~30 atlases (original and small), which saves another ~250MB Tests: booted stnadalone build and compared snapshots. navigated to store with failloads and made sure small atlas versions are picked up
7 Days Ago
Merge: from main
7 Days Ago
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
7 Days Ago
Bugfix: ensure thread-static buffer is initialized on all threads Tests: booted into craggy
7 Days Ago
Merge: from main
8 Days Ago
Merge: from ui_store_slim_ram - Bugfix for Glowing Wallpaper page flashlight not working Tests: navigated to page with delay and fail loads on and off
8 Days Ago
Bugfix: bring back original flashlight blend shader Fixes ugly light gradient in glowing wallpaper page Tests: navigated to glowing wallpaper pack page
8 Days Ago
Clean: get rid of dead props on StoreFlashlightReveal Tests: none, trivial change
8 Days Ago
Merge: from main
8 Days Ago
Merge: from mt_snapshot_saving - Bugfix for string serialization sending wrong data in Jobs 4 (and potentially inflating memory) Tests: spawned a bunch of cows on Craggy with jobs 4
8 Days Ago
Bugfix: make NetWrite.String thread safe by marking buffer ThreadStatic Tests: with jobs 4 spawned 20 cows on craggy
8 Days Ago
Merge: from main
8 Days Ago
Update: make StoreFlashlightReveal support dynamic refs and httpimage - OverlayPage now controls flashlight reveal - ran update image urls Tests: opened glowing wallpaper page, works with blur hashes and fallback loads, but doesn't look exactly as before
8 Days Ago
Bugfix(editor): StoreBundleTool - update stale blurhashes when using an already uploaded image Tests: ran Update Image Urls for a prefab where I setup some new fields
8 Days Ago
Update: HttpImage now calls OnLoad callback with resulting texture/sprite Needed for upcoming flashlight effect Tests: naveigated through store
8 Days Ago
Merge: from main
9 Days Ago
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
9 Days Ago
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy Doing gpu side copy seems to cause garbage if mip isn't streamed in Tests: made a standalone build and navigated to pack page, carousel buttons were okay
9 Days Ago
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
9 Days Ago
Merge: from main
10 Days Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
10 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
10 Days Ago
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10 Days Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
10 Days Ago
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
10 Days Ago
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
10 Days Ago
Clean: get rid of icon precaching from store bundle All bundle assets are now loaded on demand, so this code was both useless and harmful Tests: navigated through store with failloads 1 - all images present
10 Days Ago
Clean: remove unnecessary extra unload when DLC tab closes/becomes hidden Tests: navigated to DLC tab with delay and failloads convars
10 Days Ago
Optim: lazy load fallback sprite for DLC item view Tests: opened DLC tab of store with failloads 0 and 1