userDaniel Pcancel

1,881 Commits over 457 Days - 0.17cph!

4 Months Ago
Test: unit test for DroppedItemContainer::TakeFractionOfItems Don't think we can reproduce the pooling bug with vanilla items, so adding a unit test instead. Currently fails. Tests: ran the new unit test
4 Months Ago
Merge: from main
4 Months Ago
Merge: from main Missed backout CL
4 Months Ago
Hack: BiomeBenchmark - try generating clutter without incomplete server Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next. Tests: benchmark in editor
4 Months Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
4 Months Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
4 Months Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
4 Months Ago
Update: BiomeBenchmarks - Fixed biome generation on row-islands - Benchmark map size works with NPOT sizes Now to figure out why forests are not coming through Tests: BiomeBenchmark in editor
4 Months Ago
Update: BiomeBEnchmark - minor progress - Fix invalid biome assignation per island - Submerge the terrain - Get rid of terrain setup in scene - Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big. Still investigating how to make topo better without inflating terrain too much. Tests: BiomeBenchmark in editor
4 Months Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
Update: BiomeBenchmark - first baby steps - Generates empoty row-islands + biome map for these islands - Generates biome map for row-islands Confused why I get beach texture everywhere. Need to sort that next. Tests: ran the BiomeBenchmark scene in editor
4 Months Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
4 Months Ago
Clean: remove deleted TerrainBenchmark from the build settings Tests: none, trivial change
4 Months Ago
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion This caused issues with native container cleanup Tests: autobench in editor
4 Months Ago
Update: Merge Terrain and FoliageGrid benchmarks - Re-enabled terrain rendering in FoliageGridBenchmark - Delete TerrainBenchmark Tests: autobench in editor
4 Months Ago
Bugfix: MonumentBenchmark - don't clean up reflection probes between monument spawns This would cause sporadic exceptions during benchmark run. Tests: autobench in editor
5 Months Ago
Update: Hook in PacketProfiling for outgoing traffic Only tracks Rust packets. Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
5 Months Ago
Merge: from main
5 Months Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
5 Months Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
5 Months Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
5 Months Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
5 Months Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
5 Months Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
5 Months Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
5 Months Ago
Bugfix: MonumentBenchmark - move WaterSystem init to Start In standalone client it errorred due to different default awake order (Monument awake before WaterSystem) Tests: autobench in editor
5 Months Ago
Update: add MonumentBenchmark to the autobench set Tests: run atuobench in the editor
5 Months Ago
Bugfix: MonumentBenchmark - fix terrain and water systems - Added missing WaterSystems setup and hooked in initialization - Fixed terrain being setup with missmatching Craggy and CraggyHD assets(using Craggy now) and hooked in initialization No more exceptions during monument benchmark Tests: ran autobench in editor
5 Months Ago
Update: re-enable Effects and Firework benchmark scenes They didn't have issues, so adding them to the pile Tests: autobench in editor
5 Months Ago
Bugfix: Disable demo benchmarking part of autobench - removing old demos Our demos are too stale and no longer binary compatible with the protocol changes Tests: ran autobench in editor
5 Months Ago
Merge: from main
5 Months Ago
Update: move some of the validate logic back to DEV_BUILD only These routines do sanity checks, and for the last couple days of testing they haven't picked up anything. Tests: on Craggy in editor with UsePlayerUpdateJobs 1
5 Months Ago
Clean: remove recently-added debugging logic Tests: none, trivial change
5 Months Ago
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs - Added a couple warning comments If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null. Tests: forced a disconnect mid processing, no NRE caught
5 Months 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
5 Months Ago
Merge: from main Tests: none, no conflicts
5 Months Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
5 Months Ago
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
5 Months Ago
Merge: from main
5 Months Ago
Merge: from texttable_allocs - TextTable now pads the last column as before Tests: unit tests + editor test on 1-player team
5 Months Ago
Update: rewrite teaminfo to reduce allocs Tests: tested in editor
5 Months Ago
Update: bring back last column padding to TextTable.ToString This time, on the right branch Tests: unit tests
5 Months Ago
Merge: from main
5 Months Ago
Backout of 122696 - was meant to go into texttable_allocs branch
5 Months Ago
Update: bring back last column padding to TextTable.ToString Tests: unit tests
5 Months Ago
Merge: from main
5 Months 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
5 Months Ago
Merge: from main Tests: none, no conflicts
5 Months Ago
Bugfix: update unit allocation tracking tests to work with new notification params Tests: ran the "TestContinuousRecording" test