userDaniel Pcancel

2,627 Commits over 639 Days - 0.17cph!

10 Months Ago
Bugfix: DemoBuildingsViewer - fix missing walls - Manually pre-process prefabs to get around editor skipping preprocessing - Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs - Gather building entities from all keyframes Tests: loaded biggest base from my cleint demo - matches how demo renders it
10 Months Ago
New: DemoBuildingsViewer(Tools/Demo Buildings Viewer) - utility to extract buildings from a demo and create a scene of them - Fixed VisualFoodSetting.PreProcess to nominate for deletion, instead of destroying directly Currently only looks at keyframe 0 to detect building entities, which doesn't seem like enough Tests: used a client demo from a release server to spawn a bunch of building scenes
10 Months Ago
Merge: from autoturret_optim - Fix server NRE during turret initialization for ones without RCEyes bone set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
10 Months Ago
Bugfix: NRE during initialization of turrets without RCEyes set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
10 Months Ago
Merge: from main
10 Months Ago
Merge: from main
10 Months Ago
Bugfix: unbork shooting from RC turrets - Recalculate where RC eyes are on the server Tests: remoted into a turret and shot in different directions - saw hits where expected
10 Months Ago
Update: Rewrite how we rotate turrets on server - Where possible, yaw and pitch rotations are merged, saving us on math (0.32ms) - Other cases are calculated separately (0.51ms, still faster than original 1.32ms) Updating of separate bones was fast but wrong in my last commit. This version corrects it while also being faster than pre-borked-optim. Tests: On Craggy, spawned sentry.scientist.static and autoturret_deployed, made them rotate to different directions - they were able to track and shoot me.
10 Months Ago
Update: AutoTurretTests.MeasureServerTick now checks merged and separate yaw-pitch bones Since separated bone transformations take more math, need to profile how big of an impact it'll be. Tests: ran the test
10 Months Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
10 Months Ago
Merge: from main
10 Months Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
10 Months Ago
Bugfix: BaseRaidBench - audio no longer missing This aligns it with running from game menu, so standalone editor runs now also struggle under AudioManager lag. Tests: ran scene + ran `benchmark BaseRaidBenchmark` from game menu
10 Months Ago
Update: editor benchmarking runs now consistently set benchmarking flag Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions
10 Months Ago
Update: add BaseRaidBench to the benchmark scene list Tests: ran the benchmark command - it did execute my scene, but also started lagging as heck
10 Months Ago
Update: BaseRaidBench - set batched mode as default for scene
10 Months Ago
Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen
10 Months Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
10 Months Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
10 Months Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
10 Months Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
10 Months Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
10 Months Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
10 Months Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
10 Months Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
10 Months Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
10 Months Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
10 Months Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
10 Months Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
10 Months Ago
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets - EffectLibrary can return GameObjects now Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
10 Months Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
10 Months Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
10 Months Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
10 Months Ago
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
10 Months Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
10 Months Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
10 Months Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
10 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
10 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
10 Months Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
10 Months Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
10 Months Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
10 Months Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
10 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
10 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
10 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
10 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
10 Months Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
10 Months Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
10 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)