userDaniel Pcancel

2,627 Commits over 639 Days - 0.17cph!

11 Months Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
11 Months Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
11 Months Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
11 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
11 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
11 Months Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
11 Months Ago
Merge: from main Tests: none, no conflicts
11 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
11 Months Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
11 Months Ago
Clean: remove deleted TerrainBenchmark from the build settings Tests: none, trivial change
11 Months Ago
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion This caused issues with native container cleanup Tests: autobench in editor
11 Months Ago
Update: Merge Terrain and FoliageGrid benchmarks - Re-enabled terrain rendering in FoliageGridBenchmark - Delete TerrainBenchmark Tests: autobench in editor
11 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
11 Months Ago
Update: Hook in PacketProfiling for outgoing traffic Only tracks Rust packets. Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
11 Months Ago
Merge: from main
11 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
11 Months Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
11 Months Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
11 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
11 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
11 Months Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
11 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
11 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
11 Months Ago
Update: add MonumentBenchmark to the autobench set Tests: run atuobench in the editor
11 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
11 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
11 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
11 Months Ago
Merge: from main
11 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
11 Months Ago
Clean: remove recently-added debugging logic Tests: none, trivial change
11 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
11 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
11 Months Ago
Merge: from main Tests: none, no conflicts
11 Months Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
11 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
11 Months Ago
Merge: from main
11 Months Ago
Merge: from texttable_allocs - TextTable now pads the last column as before Tests: unit tests + editor test on 1-player team
11 Months Ago
Update: rewrite teaminfo to reduce allocs Tests: tested in editor
11 Months Ago
Update: bring back last column padding to TextTable.ToString This time, on the right branch Tests: unit tests
11 Months Ago
Merge: from main
11 Months Ago
Backout of 122696 - was meant to go into texttable_allocs branch
11 Months Ago
Update: bring back last column padding to TextTable.ToString Tests: unit tests
11 Months Ago
Merge: from main
11 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
11 Months Ago
Merge: from main Tests: none, no conflicts
11 Months Ago
Bugfix: update unit allocation tracking tests to work with new notification params Tests: ran the "TestContinuousRecording" test
11 Months Ago
Update: all server profiler commands now respond if action started Tests: ran all commands on Craggy in editor
11 Months Ago
Merge: from main Tests: none, no conflicts
11 Months Ago
Update: additional memory metrics for memory profiling - Using release binaries based on 77ac1774 - Renamed NotifyOnAllocCount to NotifyOnTotalAllocCount - Added NotifyOnMainAllocCount, NotifyOnMainMemKB, NotifyOnWorkerAllocCount, NotifyOnWorkerMemKB (default 0 - disabled) - Set NotifyOnTotalAllocCount to 16k and NotifyOnTotalMemKB to 12MB Makes it easier to focus investigation in particular areas. Tests: continuous profiling on Craggy with enabling individual metrics and verifying that it generated snapshots with expected "violations"
11 Months Ago
Update: ContinuousProfiler now has TotalAlloc and AllocCount metrics for allocation snapshotting - Release binary build with 27d643a3 - exposed via NotifyOnTotalMemKB and NotifyOnAllocCount (set to 0 to disable) Tests: tested both on Craggy in editor. Helped spot a potential small leak in PerformanceLogging