userDaniel Pcancel
branchrust_reboot/maincancel

315 Commits over 730 Days - 0.02cph!

1 Year 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
1 Year 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
1 Year Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
1 Year Ago
Merge: from profiling_improvements - Reduce capture size by ~19% by filtering out more methods Tests: snapshot on craggy in editor
1 Year Ago
Merge: from parallel_validatemove - Bugfix: GamePhysics.OverlapCapsules no longer skips 0-length-capsule queries - Additional unit tests Tests: unit tests + staging demo playback
1 Year Ago
Merge: from loading_entity_leak - Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save Tests: loaded craggy save, editor default procgen save and staging server save
1 Year Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
1 Year Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
1 Year Ago
Merge: from playerinventory_allocs - Removing extra garbage allocs from ToArray calls Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
1 Year Ago
Merge: from parallel_validatemove - Clearing 2 TODOs Tests: unit tests
1 Year Ago
Merge: from parallel_validatemove - bugfix for invalid transforms in the cache - fallout from previous bugfix Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
1 Year Ago
Merge: from parallel_validatemove - Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled Tests: played back staging demo - got similar results
1 Year Ago
Merge: from parallel_validatemove - fixing one of validation checks silently passing Tests: none, trivial change
1 Year Ago
Merge: from parallel_validatemove - Removing extra logging Tests: built server locally
1 Year Ago
Merge: from parallel_validatemove - minor server demo playback bugfix - extra debug logging for baseplayer destruction when UsePlayerUpdateJobs is enabled Tests: build tests
1 Year Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session
1 Year Ago
Merge: from parallel_validatemove - buidlfix Tests: build client and server in editor
1 Year Ago
Merge: from parallel_validatemove - Adds error checking to UsePlayerUpdateJobs 1 mode and graceful disable to avoid crashes to help with investigation Tests: ran parallel mode in editor on craggy with a couple debugger-forced emergencies
1 Year Ago
Merge: from players_cmd_clean - Removes obsolete columns Tests: ran the command in a local editor session
1 Year Ago
Merge: from profiling_improvements Tests: took a snapshot in editor
1 Year Ago
Merge: from minigun_audio_fix - Fixes minigun audio beign stuck on Client after releasing the fire button - Fixes minigun effects not replicating to other players Tests: local 2 player session with each player firing minigun in various patterns.
1 Year Ago
Merge: from item_allocs - Simplifies stacking logic to be cheaper and get rid of potential allocation Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)