userDaniel Pcancel
branchrust_reboot/maincancel

36 Commits over 92 Days - 0.02cph!

Yesterday
Merge: from profiling_improvements - Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x). - Snapshot marks are prefixed with assembly name Tests: - 3 times in a row: Generated snapshot in editor on Craggy - 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods) - 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods) - Built Wint64 client (debug and relase); booted up release
7 Days Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
22 Days Ago
Merge: from remove_editor_update - Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms). - `demo.play` accepts absolute paths Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
22 Days Ago
Merge: from remove_editor_update Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing. Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
23 Days Ago
Merge: from vehicle_optims Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
24 Days Ago
Merge: from profiling_improvements Removes boxing allocations in Pool.Get and Pool.Free in Editor context. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
27 Days Ago
Merge: from profiling_improvements Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics. Tests: Rode a horse on Craggy and checked profiler for changes
29 Days Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
29 Days Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
30 Days Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
30 Days Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
36 Days Ago
Merge: from requesttrees_spike - Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early) Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
42 Days Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
51 Days Ago
Merge: from item_pooling Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
52 Days Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
53 Days Ago
Merge: from soundmodulator_leak Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior. Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
55 Days Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
55 Days Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
56 Days Ago
Merge: from runtime_profiling_pooling Fixes pool telemetry flood. Tests: hacked code to force run pooling telemetry - confirmed reduced telemetry.
56 Days Ago
merge: from soundmodulator_leak Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
58 Days Ago
Merge: from pool_container_telem Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
58 Days Ago
Merge: from /main/soundmodulator_leak Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
59 Days Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
2 Months Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
2 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
2 Months Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.
2 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
2 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
2 Months Ago
Merge: from fix_hitinfo_pooling Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
3 Months Ago
Merge: from /main/expand_ipooled Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
3 Months Ago
Merge: from /main/pool_reduce_freeunsafe Tests: tested on feature branch with build tests
3 Months Ago
Buildfix: updating stale DLL Tests: built all modes
3 Months Ago
Merge: from /main/experiment_reduce_gc_server_refresh Tests: ran new unit tests, checked Server Browser work
3 Months Ago
Buildfix: ifdef out ExplosionScreenBounceFade logic Tests: built all target modes, all green
3 Months Ago
Buildfix: unexpose a variable Leftover that I missed during cleanup, somehow tripped up the build. Tests: Build in all modes - pass. Ran unit tests - pass
3 Months Ago
merge from Pool_Remove_FreeDynamic Tests: ran new CompanionServerTests 10 times, all green