userDaniel Pcancel

3,347 Commits over 792 Days - 0.18cph!

17 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
17 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
18 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
18 Days Ago
Update: submitting the results of script run Tests: none
18 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
18 Days Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
18 Days Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
18 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
19 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
19 Days Ago
Buildfix: fix merge issues Tests: editor opens
19 Days Ago
Merge: from main
19 Days Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
19 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
19 Days Ago
Merge: from main
21 Days Ago
Merge: from main Been a year, lets see how borked everything is
21 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
21 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
21 Days Ago
Merge: from main
21 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
21 Days Ago
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
21 Days Ago
Merge: from main
21 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
21 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
22 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
22 Days Ago
Update: make UnsafeScriptingAccess initialize on editor load Allows to use it in editor-only tools/workflows Tests: ran server occclusion generation in editor, checked profile
22 Days Ago
Update: add GamePhysics.FindComponent<T> that supports async Configured async to engage at more than 4 batches of 64 queries Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
22 Days Ago
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
22 Days Ago
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
22 Days Ago
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
22 Days Ago
Merge: from main
22 Days Ago
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
22 Days Ago
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
22 Days Ago
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
22 Days Ago
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
22 Days Ago
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
22 Days Ago
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
22 Days Ago
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
23 Days Ago
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
23 Days Ago
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
23 Days Ago
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
23 Days Ago
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
23 Days Ago
Merge: from main
23 Days Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
23 Days Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
23 Days Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
23 Days Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
23 Days Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
23 Days Ago
Update: codegen Tests: none
23 Days Ago
Clean: unify style, add comments Tests: none, trivial changes
23 Days Ago
Clean: missed meta file deletion Tests: none, trivial change