userDaniel Pcancel
branchrust_reboot/maincancel

223 Commits over 549 Days - 0.02cph!

Today
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
Today
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
4 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
4 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
4 Days Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
4 Days Ago
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5 Days Ago
Merge: from duplicate_bot_id_fix - Buildfix for missing SERVER guard
5 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
7 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)
11 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
24 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
25 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
28 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
32 Days Ago
Merge: from playerinventory_oncycle_optim - Bugfix for leaking onCycle items when calling Item::Remove Tests: unit tests + cooked meat, consumed, cooked again
33 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
33 Days Ago
Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
33 Days Ago
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
34 Days 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
35 Days 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
40 Days 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
41 Days 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
42 Days 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
45 Days 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
45 Days 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
46 Days 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
48 Days 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
48 Days Ago
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48 Days 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
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
2 Months Ago
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
2 Months Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
2 Months Ago
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
2 Months Ago
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: triggerparent.tickmode 0-3 (0 default) - various implementations for TriggerParent.OnTick execution, can be switched at runtime. Tests: unit tests + building a boat, jumping around on it, trying going under it and climbing ladders and stairs.
3 Months Ago
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
3 Months Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
3 Months Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
3 Months Ago
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3 Months Ago
Merge: from invis_phantom - Bugfix: old ServerOcclusion logic could spawn a phantom player on the client for invis players Tests: on a fresh server tried to come into range of invis player - phantom no longer spawns. Validated UsePlayerUpdateJobs 0, 1, 2
3 Months Ago
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
3 Months Ago
Merge: from spectate_3p_fix - Bugfix: fixes 3rd person spectate camera not following spectated player Tests: spectated target in 3rd person while original body was in a box - camera orbitted target as expected
3 Months Ago
Merge: from jobs_noclip_mask_fix - Bugfix for UsePlayerUpdateJobs > 0 NoClip checks incorrectly using vehicle layer mask - Updated unit test to check for above case Tests: ran unit test, tried to push against modular vehicles on craggy
3 Months Ago
Merge: from jobs_coarsedist_crashfix - Bugfix: fixes crash when players connect to a fresh server with UsePlayerUpdateJobs > 0 Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
3 Months Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
3 Months Ago
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
3 Months Ago
Merge: from hackweek_jit_explorer - Buildfix for missing type definitions Tests: built scripts in all editor modes