userDaniel Pcancel
reporust_rebootcancel

3,458 Commits over 822 Days - 0.18cph!

Yesterday
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
Yesterday
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
Yesterday
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
Yesterday
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
Yesterday
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
Yesterday
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
Yesterday
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
Yesterday
Merge: from main
Yesterday
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Yesterday
Bugfix: skip deinitialization when unloading scenes before loading next one Previously it was only skipping when returning to main menu Tests: loaded from craggy to procgen a couple times, no more asserts
3 Days Ago
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
3 Days Ago
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
3 Days Ago
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
3 Days Ago
Merge: from mt_snapshot_saving - Bugfix for Helicopter Flare saving corrupting InvokeHandler in Jobs 4 Tests: spawned mini copter, fired off a stack of flares, couldn't fire anymore
3 Days Ago
Bugfix: fix not MT safe saving of helicopter flares Helicopter flares are cached on use/inv change Tests: got into a minicopter on craggy, fired a stack of flares, couldn't fire anymore
3 Days Ago
Merge: from main
4 Days Ago
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
4 Days Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
4 Days Ago
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4 Days Ago
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8 Days Ago
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
8 Days Ago
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
8 Days Ago
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
9 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
9 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
9 Days Ago
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
9 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
9 Days Ago
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
9 Days Ago
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S
10 Days Ago
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
10 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
11 Days Ago
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
11 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
11 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
11 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
14 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
14 Days Ago
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
14 Days Ago
Merge: from main
14 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
14 Days Ago
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14 Days Ago
Cherrypick of 165805 from mt_snapshot_saving
14 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
14 Days Ago
Merge: from main
14 Days Ago
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
14 Days Ago
Bugfix: ensure thread-static buffer is initialized on all threads Tests: booted into craggy
14 Days Ago
Merge: from main
15 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
15 Days Ago
Bugfix: bring back original flashlight blend shader Fixes ugly light gradient in glowing wallpaper page Tests: navigated to glowing wallpaper pack page
15 Days Ago
Clean: get rid of dead props on StoreFlashlightReveal Tests: none, trivial change
15 Days Ago
Merge: from main