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3,150 Commits over 761 Days - 0.17cph!

4 Hours Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
4 Hours Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
5 Hours 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
5 Hours Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
5 Hours 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
5 Hours Ago
Update: codegen Tests: none
6 Hours Ago
Clean: unify style, add comments Tests: none, trivial changes
6 Hours Ago
Clean: missed meta file deletion Tests: none, trivial change
6 Hours Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
Today
Merge: from main
Today
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
Today
Bugfix: make sure we modify EnsureMainThread in release builds That check is always active Tests: booted TLS scene
Today
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
Today
Merge: from main
Today
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
Today
Update: add MacOS support for UnsafeScriptingAccess - using locally built debug dylib for now Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally) Tests: using locally built dylib was able to run TLSTest setup
2 Days Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
2 Days Ago
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
3 Days Ago
Merge: from main
3 Days Ago
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
3 Days Ago
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
3 Days Ago
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
3 Days Ago
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
3 Days Ago
Merge: from main
4 Days Ago
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
4 Days Ago
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
4 Days Ago
Merge: from main
4 Days Ago
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
4 Days Ago
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
4 Days Ago
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
6 Days Ago
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
7 Days Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
15 Days Ago
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
15 Days Ago
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode Bypasses transform access which avoids tripping up on unity MT checks Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions
15 Days Ago
Merge: from main
20 Days Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
20 Days Ago
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
20 Days Ago
Update: add a null check to FoliageGrid It depends on terrain, but some scenes might not have terrain available (FireworkBenchmark) Tests: ran the scene
20 Days Ago
Bugfix: add missing initialization to BaseRaidBenchmarkScene - Initialize ProjectileCache (no idea where that has gone) - Initialize admin overlay component Tests: BaseRaidBenchmark runs without exceptions
20 Days Ago
Update: assign CraggyIsland terrain data in MonumentBenchmark Was causing an NRE when trying to run that benchmark from bootstrap Tests: benchmark MonumentBenchmark
21 Days Ago
Merge: from mt_snapshot_saving - Bugfix for invalid-api exception when trying to save attackheli turret with ammo/gun Tests: spawned one, loaded it up and shot all while in Jobs 4 mode
21 Days Ago
Bugfix: cache ammo for heli turret, avoid TryGetComponent in Save which is not safe in MT Tests: spawend a heli, setup an ak turret with 100 bullets, shot in Jobs 4 mode - no errors
21 Days Ago
Merge: from main
21 Days Ago
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
21 Days Ago
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
21 Days Ago
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
21 Days Ago
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
21 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
21 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
21 Days Ago
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests