userDaniel Pcancel

3,110 Commits over 730 Days - 0.18cph!

2 Months Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
2 Months Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
2 Months Ago
Merge: from main
2 Months Ago
Merge: from pm2
2 Months Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
2 Months Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
2 Months Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
2 Months Ago
Update: resave after unity 6 upgrade Tests: ran benchmark
2 Months Ago
Merge: from main
2 Months Ago
Merge: from player_benchmark_improvements
2 Months Ago
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
2 Months Ago
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
2 Months Ago
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
2 Months Ago
Update: BenchmarkScene - add support for selecting which recorders to activate - added Scripts and Physics recorders - PlayerModelBenchmark uses only Rendering + Animation ones Tests: ran benchmark with various category bitfields
2 Months Ago
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
2 Months Ago
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
2 Months Ago
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
2 Months Ago
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
2 Months Ago
Merge: from main up to 152363
2 Months Ago
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
2 Months Ago
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
2 Months Ago
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
2 Months Ago
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
2 Months Ago
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
2 Months Ago
Update: format output by recoder's unit type - updated recorder's idents to for easier parsing - skip recorders that didn't accumulate any data Tests: ran the scene in editor
2 Months Ago
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor Tests: ran ClothingBenchmark in editor, no longer blasted by errors
2 Months Ago
Update: BenchmarkScene - add support to gather simple rendering and animation perf telemetry - ClothingBenchmark uses it for normal standing pass Tests: ran ClothingBenchmark, checked debug output
2 Months Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
2 Months Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
2 Months Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
2 Months Ago
Merge: from main
2 Months Ago
Update: Codegen Tests: builds
2 Months Ago
Merge: from main Needs codegen
2 Months Ago
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
2 Months Ago
Update: add StringView-to-numeric extensions Tests: ran unit tests
2 Months Ago
Clean(tests): get rid of redundant profiling code Tests: builds
2 Months Ago
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
2 Months Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
2 Months Ago
Optim: Arg.Args is now a StringView[] Most of the code uses GetString to lazy alloc a string. BuildCommand is now 4 allocs/0.4KB per call Tests: unit tests, booted into craggy and set a couple variables, tested crosshair clientvars
2 Months Ago
Optim: Arg.FullString is now a StringView - updated CodeGenerator to support StringView params - ran codegen Saves an allocation(once I’m done with conversion). Currently at 12 allocs/0.85KB per call Tests: booted into cragy, tried echo and say commands
2 Months Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
2 Months Ago
Optim: add StringView.SplitQuotesStrings overload - Refactored logic to work on StringViews internally Only has 1 alloc(StringView[]). Using it is blocked on whether I'll be able to convert Arg.Args field to StringView[] or not Tests: none
2 Months Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
2 Months Ago
Merge: from pool_mt - Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
2 Months Ago
Bugfix: Implement Pool.Reset and ResetMaxUsageCounter Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
2 Months Ago
Merge: from main
2 Months Ago
Merge: from main
2 Months Ago
Update: add StringView.Trim - added unit test Tests: ran unit test
2 Months Ago
Update: implemented StringView.Replace - added unit tests Tests: ran unit test
2 Months Ago
Optim: SplitQuotesStrings - use pooled list internally - also gave it a small clean, as it was a bit horrendous looking code Saves us 3 allocs - down to 6 allocs, 0.25KB per call Tests: unit tests