userDaniel Pcancel
branchrust_reboot/maincancel

285 Commits over 669 Days - 0.02cph!

6 Hours 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
Yesterday
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
Yesterday
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
4 Days Ago
Merge: from alloc_clean_july2026 - Optim: avoid ~15 separate allocations related to scheduling/cancelling invokes Tests: none, trivial changes
5 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
5 Days Ago
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
5 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
7 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servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
12 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
13 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
14 Days Ago
Merge: from relax_stringview Merge to cleanup plastic branch view, no actual files changed
14 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
21 Days Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes another edge case of weirdly formatted vec3 using StringView.ToVec3 Tests: unit tests
22 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
22 Days Ago
Merge: from player_benchmark_improvements - Bugfix for PlayerModelBenchmark scene missing from builds Tests: none, trivial change
25 Days Ago
Merge: from alloc_clean_june2026 - Optim: amortise or remove 19 allocation sources Tests: on craggy, gathered resources, built a mini base
26 Days Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
27 Days Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
27 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
33 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
34 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
34 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
36 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
36 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
55 Days 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
2 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
2 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
2 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
2 Months Ago
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value) - also submitting missing meta file Tests: compiles
2 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
2 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
2 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
2 Months Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
2 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
2 Months Ago
Subtract: roll back 148302 - merge from usepalyerupdatejobs_purge Release servers are crashing (but debug not). Will chase up next week
2 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
3 Months Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
3 Months Ago
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
3 Months Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
3 Months Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
3 Months Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
3 Months Ago
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
3 Months Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
3 Months Ago
Merge: from projectileweaponmod_allocs - Optim: get rid of missed alloc in ProjectileWeaponMod aggregation calls Tests: inspected snapshot taken while shooting
3 Months Ago
Merge: from buildingprivlidge_invoke_allocs - Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke Tests: none, trivial change
3 Months Ago
Remerge of 147094 - Merge: from projectileweaponmod_allocs
3 Months Ago
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
3 Months Ago
Merge: from reorganize_unit_tests - Buildfix Tests: switched through all modes