userDaniel Pcancel
branchrust_reboot/maincancel

297 Commits over 699 Days - 0.02cph!

Today
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
Yesterday
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
Yesterday
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
6 Days Ago
Remerge of before due to submit race
6 Days Ago
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
6 Days Ago
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
6 Days Ago
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
6 Days Ago
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
6 Days Ago
Merge: from renderbatch_meshlod_improv - Bugfix: opening doors should no longer cause them/others to disappear Tests: pasted many doors paste and opened door, flew back and to - all was in place
8 Days Ago
Merge: from jobs3_as_default - Update: UsePlayerJobs is set to 3 by default Tests: booted craggy and verified server var
8 Days Ago
Merge: from renderbatch_meshlod_improv - Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups - Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
14 Days Ago
Merge: from unity_frame_dump - New(editor): frame debugger dump utility(https://github.com/sputnicyoji/unity-frame-dump) to help analyze what is rendered Tests: used it to dump out a couple passes
15 Days Ago
Merge: from cargoship_bot_replication_fix - Buildfix: expose setter for NetworkPosTickCallback Tests: editor compiles
15 Days Ago
Merge: from cargoship_bot_replication_fix - Bugfix: fix bots/sleepers disappearing from cargoship Tests: spawned cargoship event, spawned bot, followed them for a couple mins - no houdini
15 Days Ago
Merge: from dropspectators_nre_fix - Bugfix: fix for NRE that happens when multiple spectators watch a player being banned Tests: 2 players spectated 3rd, banned them - no NRE
18 Days Ago
Merge: from alloc_clean_july2026 - Optim: avoid ~15 separate allocations related to scheduling/cancelling invokes Tests: none, trivial changes
19 Days Ago
Merge: from fullserverdemo_removal - Clean: Remove FullServerDemo implementation (RustRelay will take us to the promised land) Tests: compiles, recorded client and server demos and was able to play them back
19 Days Ago
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
19 Days Ago
Merge: from waterlevel_deepsea_sample_fix - Bugfix for water level queries incorrectly mixing deep sea and overworld states - Bugfix for deep sea ocean sim using overworld heightmap - Simplified TerrainHeightMap API Tests: ran unit tests, booted into craggy, explored deep sea and swam around
22 Days Ago
Merge: from servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
26 Days Ago
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
27 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
28 Days Ago
Merge: from relax_stringview Merge to cleanup plastic branch view, no actual files changed
28 Days Ago
Merge: from playervoice_allocs - Optim: PlayerVoice processing no longer requires allocations - Clean: removed most deprecated or generic ClientRPC/ServerRPC calls, now relying fully on our RPC source generator - Update: Rust.SourceGenerator supports ReadOnlySpan and similar types Tests: unit tests, 2p session on Craggy with voice going both ways
36 Days Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes another edge case of weirdly formatted vec3 using StringView.ToVec3 Tests: unit tests
36 Days Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
36 Days Ago
Merge: from player_benchmark_improvements - Bugfix for PlayerModelBenchmark scene missing from builds Tests: none, trivial change
39 Days Ago
Merge: from alloc_clean_june2026 - Optim: amortise or remove 19 allocation sources Tests: on craggy, gathered resources, built a mini base
41 Days Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
41 Days Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
41 Days Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
48 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
48 Days Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
48 Days Ago
Merge: from pool_mt - Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
51 Days Ago
Merge: from serverocclusion_unittests_fixes - Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results - Bugfix(tests): fix invalid setup of server occlusion visibility in select tests Tests: ran unit tests
51 Days Ago
Merge: from pool_mt - Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0) Tests: unit tests and played on Craggy in editor
2 Months Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
2 Months Ago
Merge: from objectworkqueue_valuetype_allocs - Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled Tests: none, trivial change. Checked IL
3 Months Ago
Merge: from createcorpse_triggerparent_nre - Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed Tests: ran auto tests
3 Months Ago
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
3 Months Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
3 Months Ago
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value) - also submitting missing meta file Tests: compiles
3 Months Ago
Merge: from fix_boat_no_sail - Bugfix for boats and vehicles getting stuck in open areas, effects not playing, building appearing slow Tests: unit and perf tests, built and sailed a boat on craggy
3 Months Ago
Merge: from stableobjectcache_taa_nulls - Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it - Bugfix: fix for "Adding null to TransformAccessArray" warning Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
3 Months Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
3 Months Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
3 Months Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones - Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory Tests: booted a server from a save and connected to it
3 Months Ago
Subtract: roll back 148302 - merge from usepalyerupdatejobs_purge Release servers are crashing (but debug not). Will chase up next week
3 Months Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones Tests: unit tests + ran around on craggy, used heli, zipline, swam
3 Months Ago
Merge: from triggerparent_jobs_isinside - Buildfix Tests: built server locally