userDaniel Pcancel
branchrust_reboot/maincancel

245 Commits over 577 Days - 0.02cph!

2 Hours Ago
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Yesterday
Merge: from reorganize_unit_tests - Buildfix Tests: switched through all modes
Yesterday
Merge: from reorganize_unit_tests - Clean(tests): reorganize unit test structure - all test classes are either in Tests.Unit or Tests.Perf or both namespaces - Bugfix(tests): patch up a bunch of test classes so that they work properly Tests: ran all unit tests. some spurriously fail as part of big batch, but individual test classes pass.
2 Days Ago
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
5 Days Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
5 Days Ago
Merge: from fix_invoke_flood - Optim: prevent repeating invokes flooding work after stalls Tests: observed animals moving normally
6 Days Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
7 Days Ago
Merge: from spectate_stay_after_dc - Update: spectating players now always stay on a disconnected player's sleeper instead of searching for new target Tests: spectated 2nd player, 2nd disconnected, spectator stayed
7 Days Ago
Merge: from useplayerupdatejobs 3 - Optim: new UsePlayerUpdateJobs 3 mode that adds parallelizes more work and reduces task-related allocs - New: our fork of UniTask Tests: unit tests and simple testing on Craggy (booted with Jobs 3, teleported around)
7 Days Ago
Merge: from demo_3p_camera_fix - Bugfix for 3p camera spazzing out in client demos Tests: played back a demo and switched to 3p and back
7 Days Ago
Merge: from jobs2_demos_fix - Bugfix for players not moving in client demos recorded on Jobs 2 servers Tests: recorded on craggy with jobs 2, played back - all's gud
14 Days Ago
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
14 Days Ago
Merge: from serverprofiler_linux_fix - Bugfix for server profiler recoirding empty streams or infinitely recording on Linux Tests: perfsnapshot on Ubuntu
22 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
27 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
27 Days Ago
Merge: from serverprofiler_disable_memstates - Update: added extra safety try-finally Tests: none, trivial change
27 Days Ago
Merge: from serverprofiler_disable_memstates - Bugfix for running multiple capture commands without waiting for completion of initial - Bugfix for memstats parsing exception (disabled memstats recording) Tests: couple 128mb perfsnapshot_stream in editor
27 Days Ago
Merge: from tracespheres_optim - Bugfix for exceptions when shooting Tests: shot the ak on Craggy in editor
28 Days Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
28 Days Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
29 Days Ago
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
29 Days Ago
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
30 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
30 Days Ago
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
34 Days Ago
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
34 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
34 Days Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
34 Days Ago
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35 Days Ago
Merge: from duplicate_bot_id_fix - Buildfix for missing SERVER guard
35 Days Ago
Merge: from duplicate_bot_id_fix - Bugfix for duplicate player id warning when loading a save - Bugfix for editor freezing when loading a save with a player Tests: playground with 1 transient, 1 persistent npc in editor then save -> load -> spawn player loop 3x
37 Days Ago
Merge: from hackweek_pool_analyzer - New: static code analyzer for invalid use of Pool.Free and related methods - Bugfix: a bunch of fixes for detected pooling problems, about 40 cases Tests: internal unit tests, compile simulator in editor, built C & S standalones (last week tho)
41 Days Ago
Merge: from save_leak_fix - Bugfix for items leaking during save - items would be incorrectly marked as persistent when owned by transient entities Tests: 5 save-load cycles on 2.5k procgen in editor. still leaked ~10 entities per save, but couldn't find them
54 Days Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
55 Days Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
58 Days Ago
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
2 Months Ago
Merge: from playerinventory_oncycle_optim - Bugfix for leaking onCycle items when calling Item::Remove Tests: unit tests + cooked meat, consumed, cooked again
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
2 Months Ago
Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
2 Months Ago
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
2 Months Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
3 Months Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
3 Months Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
3 Months Ago
Merge: from triggerparentdelayedexit_optim - Nothing, this just fixes merge history to avoid showing it as a non-merged branch Tests: none, no files changed
3 Months Ago
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
3 Months Ago
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3 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1