userDaniel Pcancel
branchrust_reboot/main/benchmarking_updatecancel

64 Commits over 30 Days - 0.09cph!

5 Days Ago
Update: different approach to skipping persistent BenchmarkTimers Old way didn't work because of pauses between benchmark runs (global systems would step and recreate them). Tests: ran in editor, confirmed output didn't contain specific timers
5 Days Ago
Update: log results when running benchmarks in single scene mode Tests: checked logs after running the scene
5 Days Ago
Clean: remove EFfectsBenchmark from the list I've removed it in the past, but apparantly forgot to remove it from this list as well Tests: none, trivial change
5 Days Ago
Update: BaseRaidBench - clean up custom timers from tracking Otherwise they end up in results with their generic names Tests: none, trivial change
5 Days Ago
Merge: from main
16 Days Ago
Merge: from main
16 Days Ago
Bugfix: fix infinite loading loop when running benchmarks Caused by us hiding the loading screen and then loading monument scenes, which would leave them in limbo Tests: ran the benchmark flow in editor and standalone client
16 Days Ago
Clean: DemoBuildingsViewer - complete remaining TODOs - moved all InvalidBuildingId to Benchmark.Building - consolidated some of Benchmark.Building's initialization logic - fixed wrong comment Tests: compiles in editor
16 Days Ago
Merge: from main
16 Days Ago
Update: DemoBuildingsViewer - support exporting user placed building blocks Requires them to have the BuildingBlockMetadata component Tests: exported base with an extra wall, checked json - had expected values
16 Days Ago
Update: DemoBuildingsViewer - import handles domain reload events to avoid duplication Tests: loaded a base from demo, triggered domain reload, deleted a wall, reimported - only wall came back
16 Days Ago
Update: DemoBuildingsViewer - can now export scene - BuildingBlockMetadata now caches ParentEntityId and PrefabId This enables the workflow of manually modifying bases in editor before export Tests: diffed the Export merged and Export scene outputs (mostly the same, different sorting and slightly differeing floats by tiny epsilon), imported base from export scene - it's the same
17 Days Ago
Update: DemoBuildingsViewer - annotate spawned building blocks with metadata - Also fixed building marker deduplication only spawning 1 marker Allows to implement export of a scene (with manual edits), rather than demo protobuf. Tests: used the tool, gizmos confirmed link up with building markers
17 Days Ago
Bugfix: DemoBuildingsViewer - don't spawn extra building markers on import Tests: used the tool
17 Days Ago
Update: DemoBuildingsViewer - add debug toggle to spawn from source protobuf Helps validating that everything is spawning correctly Tests: used the tool in editor
17 Days Ago
Update: DemoBuildingsViewer - use processed protobufs, instead of raw demo protobufs, for scene spawning - Benchmark.Building no longer caches raw protobufs This standardizes logic between benchmarks and the viewer tool. Tests: opened a couple bases from a demo
17 Days Ago
Update: DemoBuildingsViewer - can now recreate entities that have been deleted Tests: spawned a base, deleted a bunch of walls, reimported - all back to normal
17 Days Ago
Bugfix: DemoBuilidngsViewer - ensure first building block instances have skin applied to them - caused by invalid stability triggering early skin change, instead of deferring it till after we preprocess skins Tests: imported base, looked the same as in demo
17 Days Ago
Update: DemoBuildingsViewer - support reimport of building blocks from base json Takes us closer to being able to edit bases and export. Spotted it failing to create a correct wall (even though other same prefabs are okay). Tests: used the tool
17 Days Ago
Bugfix: DemoBuildingsViewer - tag imported spawn markers to allow export Tests: ran the tool
17 Days Ago
Update: DemoBuildingViewer - add ability to import markers from previously exported base - spawn markers now visualize if their override is invalid Makes it possible to do incremental fixups via the editor Tests: used the tool in editor
17 Days Ago
Clean: mark BiomeBenchmark as enabled for build It doesn't have an effect on the build as far as I can see, but makes it clearer to readers that it is included in the build Tests: none, trivial change
17 Days Ago
Clean: remove EffectsBenchmark Superseded by BaseRaidBenchmark Tests: editor compiles
17 Days Ago
Merge: from main
51 Days Ago
Merge: from main
51 Days Ago
Clean: remove FoliageGridBenchmark and associated script Superseded by BiomeBenchmark Tests: benchmark in editor
51 Days Ago
Update: BiomeBenchmark - expose camera flight speed - Set default camera speed to 16, similar to what it was when lerping Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - split timings per topology Certain topologies generate a lot of visual clutter, so have a noticeable impact. Previously the effect would be lost when averaging the timings. Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - add it to standalone build Will replace FoliageGridBenchmark today Tests: autobench in client
52 Days Ago
Update: BiomeBenchmark - rewrite heightfield gen to generate a lower coastline - Also slowed down the camera speed by half Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - introduce a delay when starting and teleporting the camera to islands Helps with asset pop-in. Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - snap camera to player height above ground Tests: benchmark in editor
52 Days Ago
Bugfix: BiomeBenchmark - put procedurally created terrain on Terrain layer This caused foliage/clutter to not spawn as much as it could, leaving islands barren. Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - switch to custom topology generation - Added extra info about under-camera topology to help investigate things further Still not getting the effect I want Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - debug mode - Freezes camera on a specified island at specified flight pos Tests: benchmark in editor
52 Days Ago
Update: BiomeBenchmark - control the size of biome islands isntead of entire map Makes this easier to control the benchmark Tests: benchmark in editor
53 Days Ago
Update: BiomeBenchmark - add clutter spawning - Runs a copy fo server-side hacked-together logic I can see various trees spawning on islands, but the rocks block too much of area - going to try to reduce that next. Tests: benchmark in editor
53 Days Ago
Update: BiomeBenchmark - allow filtering which biomes to test - also slowed down the camera flight to help with pop-in Tests:benchmark in editor
54 Days 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
54 Days Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
54 Days Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
54 Days Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
54 Days 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
54 Days 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
54 Days Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
54 Days Ago
Merge: from main Tests: none, no conflicts
54 Days 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
55 Days Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
55 Days Ago
Clean: remove deleted TerrainBenchmark from the build settings Tests: none, trivial change
55 Days Ago
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion This caused issues with native container cleanup Tests: autobench in editor