userDaniel Pcancel

2,305 Commits over 580 Days - 0.17cph!

27 Minutes Ago
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
39 Minutes Ago
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
52 Minutes Ago
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
1 Hour Ago
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
2 Hours Ago
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
3 Hours Ago
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
Today
Merge: from main
Today
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
Today
Clean: remove more dead code/checks Missed some leftover if(true) style code Tests: ran unit tests
Today
Merge: from main
Today
Merge: from main
Today
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
4 Days Ago
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
4 Days Ago
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green
4 Days Ago
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
4 Days Ago
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
4 Days Ago
Merge: from main
4 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
4 Days Ago
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
4 Days Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
4 Days Ago
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
4 Days Ago
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4 Days Ago
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5 Days Ago
Merge: from main
5 Days Ago
Merge: from duplicate_bot_id_fix - Buildfix for missing SERVER guard
5 Days Ago
Buildfix: add missing SERVER guard
5 Days Ago
Merge: from duplicate_bot_id_fix - Bugfix for duplicate player id warning when loading a save - Bugfix for editor freezing when loading a save with a player Tests: playground with 1 transient, 1 persistent npc in editor then save -> load -> spawn player loop 3x
5 Days Ago
Merge: from main Also renamed branch: duplciate_bot_id_fix -> duplicate_bot_id_fix
5 Days Ago
Bugfix: fix bot id being shared when loading a save Fixed by reconstructing the free bot ID list and free bot id counter Tests: playground with 1 transient and 1 persitent bot, couple loops of spawn player -> save -> load
5 Days Ago
Clean: fix formatting in BasePlayer-SaveLoad.cs Tests: none, trivial change
5 Days Ago
Bugfix: recycle bot IDs when loading from a save This was leaking a bunch of IDs, likely harmles on maps with low bot population Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
5 Days Ago
Bugfix: skip trying to draw water bodies if camera planes are not initialized Was causing a lot of asserts when loading into Craggy with debug unity editor Tests: booted craggy with debug editor - no more invalid plane normal asserts
5 Days Ago
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze Tests: was able to load craggy save with players multiple times in a row
7 Days Ago
Merge: from hackweek_pool_analyzer - New: static code analyzer for invalid use of Pool.Free and related methods - Bugfix: a bunch of fixes for detected pooling problems, about 40 cases Tests: internal unit tests, compile simulator in editor, built C & S standalones (last week tho)
7 Days Ago
Update: PoolAnalyzer - switch to release version - Release binary built from b189abf6 Tests: internal unit tests, started unity and ran compile simulator
7 Days Ago
Merge: from main
7 Days Ago
Merge: from main
10 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
10 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
11 Days Ago
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
11 Days Ago
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
11 Days Ago
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor
11 Days Ago
Update: PoolAnalyzer - further reduce false-positives - better escapes for await, try blocks, using statements - debug bin built from a2005dd2 Only 2 false-positives remaining in C+S Tests: unit tests and started unity
11 Days Ago
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
11 Days Ago
Update: PoolAnalyzer - check finally and using blocks - debug binary built from b28334fc Down to 48 potentially false-positive errors Tests: unit tests + started unity
11 Days Ago
Update: PoolAnalyzer - more escape cases - recursively process expression statements to detect deeply nested escape cases - add support for field initializer escapes - debug binary built from e61378eb Currently detecting 54 errors (still a bunch of false-positives present) Tests: unit tests + started unity
11 Days Ago
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list - debug binary build from 8b392070 Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown). Tests: unit tests + launched unity
11 Days Ago
Update: PoolAnalyzer - handle more valid cases - added support for Dispose handling - added if(obj != null) Free(ref obj) handling - added support for using directives (both scoped and inline) I give up on trying to handle local data flow involving pooled objects - there's just too much work here Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
11 Days Ago
Update: PoolAnalyzer - escape a bit more - don't analyze statements before Pool.Get call - escape analysis when pooled object is returned out of method - debug binary built from b8b556ae Tests: unit tests + started unity. still a bunch of false-positives, but found first legit bug
11 Days Ago
New: PoolAnalyzer - validates code around Pool usage - debug assembly built from e7281f13 Tests: detected errors, but those are false-positives (return of pooled object instance)