userDaniel Pcancel
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3,026 Commits over 730 Days - 0.17cph!

16 Minutes Ago
Bugfix: batch of bugfixes to Save being not MT safe - removed more Time dependency - replaced Transform access with TransformHandle bypass Tests: TestMTSave - 20 -> 13 fails
48 Minutes Ago
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe Tests: TestMTSave - 25 -> 20 fails
52 Minutes Ago
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save Tests: TestMTSave - 28 -> 25 fails
1 Hour Ago
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
1 Hour Ago
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
1 Hour Ago
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
1 Hour Ago
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
2 Hours Ago
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
2 Hours Ago
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
3 Hours Ago
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
3 Hours Ago
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
3 Hours Ago
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
3 Hours Ago
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
4 Hours Ago
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
4 Hours Ago
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
4 Hours Ago
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
4 Hours Ago
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
4 Hours Ago
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
4 Hours Ago
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
4 Hours Ago
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
4 Hours Ago
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
4 Hours Ago
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
4 Hours Ago
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
4 Hours Ago
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
4 Hours Ago
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
4 Hours Ago
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
5 Hours Ago
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
5 Hours Ago
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
5 Hours Ago
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
5 Hours Ago
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
5 Hours Ago
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
5 Hours Ago
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
5 Hours Ago
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
5 Hours Ago
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
6 Hours Ago
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
6 Hours Ago
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
6 Hours Ago
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
6 Hours Ago
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
6 Hours Ago
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
6 Hours Ago
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Today
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Today
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Today
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Today
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
Today
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
Today
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
Today
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
Today
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
Today
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
Today
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass