userDaniel Pcancel
branchrust_reboot/maincancel

285 Commits over 669 Days - 0.02cph!

10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
10 Months Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
10 Months Ago
Merge: from steamworks_posix_fix - Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll Tests: Built server standalone for Windows and Linux from Windows
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
10 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
10 Months Ago
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
10 Months Ago
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
10 Months Ago
Merge: from texttable_allocs - Update: TextTable now can be directly pooled and supports using-dispose pattern - Bugfix: no more NRE on inspecting text table in debugger/evaluating twice Tests: unit tests + executed a bunch of console commands multiple times
10 Months Ago
Merge: from shoretexture_editor_cache - editor-optim: generates a cache for shore texture buffers Tests: ran craggy twice
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for not replicating npcs when UsePlayerUpdateJobs 2 is set - Bugfix for potential NRE for rare kick reasons when UsePlayerUpdateJobs 1 or 2 is set Tests: 2p session on Craggy with NPCs and bots and UsePlayerUpdateJobs 2
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for IndexOutOfRange when updating player state cache Tests: none
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Next phase of parallel workflow, can be activated with UsePlayerUpdateJobs 2 - Optim: above mode now uses tasks to send entity snapshots/destroy messages where possible - Optim: above mode uses parallel Burst jobs for server occlusion - Optim: above mode reduced number of occlusion checks we run, more aggressive caching of results - Contains Network++ Tests: build tests of all modes in editor + standalone server build + unit tests + 2p session on Craggy
11 Months Ago
Merge: from benchmarking_update - Log results after single scene run - Fix extra timers in results - Fix scene load exception for no longer existing effects benchmark Tests: ran benchmarks in editor
11 Months Ago
Merge: from camerarenderer_leak - Fixes memory leaks related to Rust+'s camera renderer and Nexus mugshot savings Tests: print_arraypool when connected to turret - before ProtocolParser 16KB set would grow, now stays constant
11 Months Ago
Merge: from benchmarking_update - Cleanup of obsolete EffectsBenchmark - Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene - Bugfix for infinite load loop in benchmarking flow Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
12 Months Ago
Merge: from autoturret_optim - Fix server NRE during turret initialization for ones without RCEyes bone set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
1 Year Ago
Merge: from autoturret_optim - switch timing variables from float to double Tests: editor builds C+S + confirmed deployed turret scans & detects, shoots, reacts to flank shots
1 Year Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
1 Year Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
1 Year Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
1 Year Ago
Merge: from autoturret_optim - Speeds up AutoTurret::ServerTick by not updating nested transform hierarchy (gun_yaw and gun_pitch) Tests: deauthed gun turret shooting me from different positions/angles
1 Year Ago
Merge: from growablegenes_allocs - clean of 1 line Tests: none, trivial change
1 Year Ago
Merge: from growablegenes_alloc - reduces(removes?) junk allocs from growables Tests: editor builds + alloc unit test
1 Year Ago
Merge: from benchmarking_update - Added Biome benchmark - Re-enabled other benchmark scenes - Deleted Terrain and FoliageGrid benchmarks, demo benchmark Tests: benchmark in editor and standalone client
1 Year Ago
Merge: from item_pooling - Fixes bugs with pooling use - List<Item> leak and use-after-free Item use - Added tests Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
1 Year Ago
Merge: from parallel_validatemove - Additional debugging logic to help track down mystery NRE Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
1 Year Ago
Merge: from texttable_allocs - TextTable now pads the last column as before Tests: unit tests + editor test on 1-player team
1 Year Ago
Backout of 122696 - was meant to go into texttable_allocs branch
1 Year Ago
Update: bring back last column padding to TextTable.ToString Tests: unit tests
1 Year Ago
Merge: from profiling_improvements - New server profiler allocation tracking mode, start with "watchallocs", stop with "stopwatchingallocs", control export via various NotifyOn... server vars - Json Snapshot compression is now streamed, saving 95% of memory in the process and reducing GC events Tests: unit tests in editor, all forms of profiling in editor on Craggy in Server+Client mode, all forms of profiling in standalone server on Linux WSL
1 Year Ago
Debug: add logging of prefab path to track down server bundle NRE Tests: update game manifest (optimized)
1 Year Ago
Backout of CL 121065 - should reintroduce merge from prefab_process_optim Tests: update game manifest (optimized)
1 Year Ago
Backout CL 121063 due to failing server bundle generation
1 Year Ago
Merge: from prefab_process_optim - Optimizes component checks during Prefab Processing (speeds up Asset Warmup and monument spawning) Tests: with temp old code that throws exceptions on result missmatch, ran Asset Warmup and ran Scene2Prefab on all large and xlarge monuments
1 Year Ago
Merge: from parallel_validatemove - Extra validation checks exposed via server.EmergencyDisablePlayerJobs (default to true). In case of error, shuts down UsePlayerUpdateJobs and goes back to vanilla flow These are cheap to run and should help us track down any problems in the future. Tests: compilation tests, unit tests and played back server demo
1 Year Ago
Merge: from parallel_validatemove - Optim to reduce physics cast scheduling overhead Tests: unit tests
1 Year Ago
Merge: from profiling_improvements - New: experimental perfsnapshot_stream [Name, MainCap(MB), WorkerCap(MB), Debug] server command that streams perf data into a user-defined buffer. Limited to 256MB per thread. Stable up to 32MB, past that might fail to export. - New: profile.quiet persistent server-var - controls whether perfsnapshot commands notify chat of incoming stutters - Bugfix: fix snapshots failing to export in standalone(introduced yesterday to staging) Tests: build tests, unit tests, taking snapshots in editor, and snapshots in standalone server build
1 Year Ago
Merge: from profiling_improvements - Buildfix for tests trying to use ServerProfiler in non-server env Tests: scripts compile in editor CLIENT mode
1 Year Ago
Merge: from profiling_improvements - Rewrote internal storage of profiling data to use 1 buffer per thread - Bugfix for allocation graphs not properly resetting and having gaps at the start - Bugfix for failing to generate export in rare cases where mono runtime allocates with no managed callstack Tests: unit tests and generating snapshots in editor
1 Year Ago
Merge: from parallel_validatemove - Removes PlayerCache.ValidPlayers allocs Tests: took a snapshot on Craggy in editor
1 Year Ago
Merge: from profiling_improvements - Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls Tests: snapshot on Craggy in editor
1 Year Ago
Merge: from relationshipmanager_leaks - Server and Client-side bugfixes for pooling around RelationshipManager types Tests: local 2 player session with flicking open-closed the contacts screen and with pooling tracking
1 Year Ago
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
1 Year Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor