userDaniel Pcancel
branchrust_reboot/main/item_poolingcancel

10 Commits over 0 Days - ∞cph!

47 Minutes Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
5 Hours Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
5 Hours Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
Today
Merge: from main Tests: none
Yesterday
Merge: from main Tests: none (no conflicts)
Yesterday
Bugfix: Don't throw when cancelling partially finished crafting queue work item Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
Yesterday
Bugfix: avoid sending consumed-0 telemetry events when crafting Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
Yesterday
Merge: from main Tests: none
2 Days Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
2 Days Ago
Merge: from main Tests: default editor build