userDaniel Pcancel

2,807 Commits over 700 Days - 0.17cph!

21 Days Ago
Merge: from pm2
21 Days Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
21 Days Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
21 Days Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
22 Days Ago
Update: resave after unity 6 upgrade Tests: ran benchmark
22 Days Ago
Merge: from main
22 Days Ago
Merge: from player_benchmark_improvements
22 Days Ago
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
22 Days Ago
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
22 Days Ago
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
22 Days 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
22 Days Ago
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
22 Days Ago
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
22 Days Ago
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
22 Days Ago
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
23 Days Ago
Merge: from main up to 152363
23 Days 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
23 Days 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
23 Days 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
23 Days 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
23 Days 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
23 Days 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
23 Days Ago
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor Tests: ran ClothingBenchmark in editor, no longer blasted by errors
23 Days 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
28 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
28 Days 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
28 Days 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
28 Days Ago
Merge: from main
29 Days Ago
Update: Codegen Tests: builds
29 Days Ago
Merge: from main Needs codegen
29 Days Ago
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
29 Days Ago
Update: add StringView-to-numeric extensions Tests: ran unit tests
29 Days Ago
Clean(tests): get rid of redundant profiling code Tests: builds
29 Days 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
29 Days Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
29 Days 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
29 Days 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
29 Days Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
29 Days 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
29 Days Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
29 Days 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
29 Days Ago
Bugfix: Implement Pool.Reset and ResetMaxUsageCounter Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
29 Days Ago
Merge: from main
29 Days Ago
Merge: from main
30 Days Ago
Update: add StringView.Trim - added unit test Tests: ran unit test
30 Days Ago
Update: implemented StringView.Replace - added unit tests Tests: ran unit test
30 Days 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
30 Days Ago
Optim: SplitQuotesStrings - replace regex usage with hand-rolled processing Saves us 24 allocs per call - now 9 allocs, 0.5KB per call. As a bonus, looks to be 3-5x times faster Tests: ran unit tests
30 Days Ago
Update(tests): more failing edge cases Tests: ran unit tests, old logic passes
30 Days Ago
Update(tests): add a couple more trimming edge cases Discovered during rewrite Tests: ran unit tests