userDaniel Pcancel
branchrust_reboot/maincancel

348 Commits over 761 Days - 0.02cph!

Today
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
Yesterday
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
Yesterday
Merge: from poolanalyzer_ifempty_support - Bugfix for analysis NREs in editor - Allows to write "if(isEmpty) free" patterns Tests: removed workaround, editor code compiles
5 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
5 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
5 Days Ago
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
6 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
6 Days Ago
Merge: from mt_snapshot_saving - Bugfix for string serialization sending wrong data in Jobs 4 (and potentially inflating memory) Tests: spawned a bunch of cows on Craggy with jobs 4
7 Days Ago
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
7 Days Ago
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
19 Days Ago
Merge: from serverprofiler_disablememtracking - Bugfix for WatchAllocs failing to export snapshot almost always Tests: none, trivial change
29 Days Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
29 Days Ago
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
37 Days Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
40 Days Ago
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
40 Days Ago
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
41 Days Ago
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
42 Days Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
42 Days Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
44 Days Ago
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
46 Days Ago
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
56 Days Ago
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
2 Months Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
2 Months Ago
Merge: from mt_snapshot_saving - Bugfix for invalid-api exception when trying to save attackheli turret with ammo/gun Tests: spawned one, loaded it up and shot all while in Jobs 4 mode
2 Months Ago
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
2 Months Ago
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
2 Months Ago
Update(editor): SaveViewer - add a size check when loading a save - also emit what was the last prefab loaded (if there was one) to help track down protobuf/save without save protocol update Tests: used to load a borked save, didn't get stuck in an infinite loop
2 Months Ago
Merge: from fix_app_turretcontrol - No changes, just plastic history graph cleanup
2 Months Ago
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
2 Months Ago
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
2 Months Ago
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4
2 Months Ago
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
2 Months Ago
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy
2 Months Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
2 Months Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
3 Months Ago
Merge: from remove_jobs2 - Bugfix for exceptions when server gets more than 32 players Tests: compiles
3 Months Ago
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3 Months Ago
Merge: from remove_jobs2 - Removal of UsePlayerUpdateJobs 2 supporting code, setting it lower will run at least mode 3 - Bugfix for potentially invalid buffer usage when fetching WaterInfos - Moved more BasePlayer state to NativeArrays Tests: ran unit tests, ran around on craggy
3 Months Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
3 Months Ago
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
3 Months Ago
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
3 Months Ago
Remerge of before due to submit race
3 Months 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
3 Months 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
3 Months 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
3 Months 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
3 Months 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
3 Months Ago
Merge: from jobs3_as_default - Update: UsePlayerJobs is set to 3 by default Tests: booted craggy and verified server var
3 Months 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
3 Months 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