userDaniel Pcancel

1,282 Commits over 335 Days - 0.16cph!

9 Months Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
9 Months Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
9 Months Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
9 Months Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
9 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
9 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
9 Months Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
9 Months Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
9 Months Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
9 Months Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
9 Months Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
9 Months Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
9 Months Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
9 Months Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
9 Months Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
9 Months Ago
Merge: from item_pooling Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
9 Months Ago
Merge: from main Tests: editor build
9 Months Ago
Clean: remove CancelTask ReturnItems param Param was always set to true. Tests: Crafted to completion and with cancellation (voluntary + killing)
9 Months Ago
Update: rewrite the same bugfix a bit better - More explicitly explained why it's needed Tests: none, trivial change
9 Months Ago
Bugfix: Release items that we've moved from crafting tasks back to inventory. Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
9 Months Ago
Update: GameSetup can load save with double-quotes Makes it friendly with explorer's "copy as path" action. Tests: loaded a procedural save
9 Months Ago
Merge: from main Tests: none, trivial changes
9 Months Ago
Update: Implementing retiring of SoundModifier Tests: none, trivial change
9 Months Ago
Optim: Recycle footsteps earlier Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s) Tests: Ran around on craggy - coast, grasslands, water.
9 Months Ago
Update: Log Sound stop-and-recycle requests - Log level 3 for Audio Tests: observed logs when running around (footsteps)
9 Months Ago
Update: updating audio debug output to make cross-referencing easier Tests: Rode a zipline on Craggy, was able to track the looping sound
9 Months Ago
Bugfix: Zipline stops playing audio when reaching the end This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution. Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
9 Months Ago
Update: rewrote the comment Forgot to press save in VS before submitting. Tests: none, trivial change
9 Months Ago
Update: Allow use of client-side commands for GameSetup in Editor context This simplifies some testing scenarios. Tests: Boted craggy with a couple client-only debug commands - they changed as required
9 Months Ago
Update: add sound logging under audio category Tests: Ran in editor, confirmed output
9 Months Ago
Merge: from main Tests: built in editor
9 Months Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
9 Months Ago
Bugfix: don't clear modulators when not pooling, fixes zipline NRE This was caused by my previous fix Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
9 Months Ago
Merge: from soundmodulator_leak Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior. Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
9 Months Ago
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator Originally, it didn't check but tried to return to the pool - this change restores this aspect. Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
9 Months Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
9 Months Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
9 Months Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
9 Months Ago
Merge: from main Tests: none
9 Months Ago
Update: Add console switch to enable sound pooling - Disabled by default while I'm investigating ongoing NREs in the area Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
9 Months Ago
Merge: from main Tests: none
9 Months Ago
Merge: from runtime_profiling_pooling Fixes pool telemetry flood. Tests: hacked code to force run pooling telemetry - confirmed reduced telemetry.
9 Months Ago
Bugfix: Respect profiling pool flush interval for pool telemetry This caused to send ~100kb every update Tests: hacked code to run analytics
9 Months Ago
Merge: from main Tests: none
9 Months Ago
merge: from soundmodulator_leak Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
9 Months Ago
Bugfix: Don't update disabled sound players I haven't seen it happen, but it is possible that someone could add a SoundPlayer to the Manager's queue, retire it, and next frame Manager would try to update it triggering an NRE. Tests: spawned 10 scientists and killed them - no nres, audio was good
9 Months Ago
Bugfix: recycle sounds used by SoundPlayer when owner is returned to pool Tests: Killed 60 scientistnpc_patrol in batches of 10 - NRE didn't reproduce.
9 Months Ago
Merge: from main Tests: none
9 Months Ago
Merge: from main Tests: built all modes, tried to repro 2 previous known bugs - didn't happen.
9 Months Ago
Merge: from main Tests: none