Alpha v1.0.0

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Daniel P22/04/202612:28:14
rust_reboot/main/stableobjectarray_remove_dirty (#149383)

Update: codegen Tests: none

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Daniel P22/04/202612:24:33
rust_reboot/main/stableobjectarray_remove_dirty (#149382)

Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes

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Daniel P22/04/202612:10:06
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Daniel P22/04/202612:05:30
rust_reboot/main/stableobjectarray_remove_dirty (#149377)

Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles

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Daniel P22/04/202611:54:56
rust_reboot/main/stableobjectarray_remove_dirty (#149374)

Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles

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Daniel P22/04/202610:40:13
rust_reboot/main/stableobjectarray_remove_dirty (#149365)

Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test

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Daniel P22/04/202609:52:53
rust_reboot/main/stableobjectarray_remove_dirty (#149355)

Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player

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Daniel P21/04/202617:24:42
rust_reboot/main/stableobjectarray_remove_dirty (#149306)

Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain

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Daniel P21/04/202614:18:22
rust_reboot/main/stableobjectarray_remove_dirty (#149273)

Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy

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Daniel P21/04/202612:39:04
rust_reboot/main/stableobjectarray_remove_dirty (#149253)

Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected

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Daniel P21/04/202611:35:26
rust_reboot/main/stableobjectarray_remove_dirty (#149234)

Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change

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Daniel P21/04/202611:28:42
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Daniel P21/04/202610:43:51
rust_reboot/main/stableobjectarray_remove_dirty (#149227)

Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it

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Daniel P20/04/202616:21:09
rust_reboot/main/stableobjectarray_remove_dirty (#149141)

Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests

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Rust Utility Hub - Commits - main/stableobjectarray_remove_dirty