userDaniel Pcancel
branchrust_reboot/main/parallel_validatemove/stable_playercachecancel

35 Commits over 31 Days - 0.05cph!

5 Hours Ago
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Today
Clean: consolidate some work buffers Tests: ran staging demo
Today
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Today
Update: merge NativeList.Expand and NativeList.ExpandAndClear - Rewrote the Expand branching logic to be simpler Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
Today
Update: Add NativeList.ExpandAndClear - also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary Tests: none, trivial change
Yesterday
Clean: variable rename Tests: none, trivial change
Yesterday
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Yesterday
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Yesterday
Bugfix: NativeList.Expand now properly clean us old list Tests: none, trivial change
Yesterday
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Yesterday
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Yesterday
Update: TickInterpolatorCache exposes state via ReadOnly property - Reroute all accessors and logic via static methods that take in ReadOnlyState This enables to pass entire TickInterpolatorCache into a burst job Tests: ran unit tests
Yesterday
Update: mark a bunch of BasePlayer functions as static Makes it easier to build Burst jobs Tests: editor compiles
4 Days Ago
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4 Days Ago
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4 Days Ago
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4 Days Ago
▉▉█▅▇▆: ▄▅▆ ▌▌▅█▍▇▉ ▇▍▅█ ▄▇ ▌▇▊▉ ▋▌▋█▄▋ ▊▆█▄▄ ▅▋▅▆▊▌▊▉.▌▍█▌▊▇▄▉ ▍▍▅▊▄: █▌▉▆
4 Days Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
5 Days Ago
Update: translate ValidateMove to batched ValidateMoves Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods Tests: played back staging demo - got same numbers and no new errors
5 Days Ago
Update: made some caches stable across frames Tests: played back staging demo - no new errors and stats match expected
5 Days Ago
Clean: simplify call Tests: none, trivial change
5 Days Ago
Merge: from parallel_validatemove Tests: none
5 Days Ago
Update: consolidate debug logic - Also ValidatePlayerCache fixed to actually check for native-null players I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
5 Days Ago
Merge: from parallel_validatemove Tests: none, no conflicts
6 Days Ago
Merge: from parallel_validatemove Tests: none (resolved into dest version)
6 Days Ago
Update: adapted code to PlayerCache change - FinalizeTickParallel now uses `player.StableIndex` as indirection, instead of iterator index - Updated validation checks - Transform caching job now checks for invalid transform accessses Tests: ran all relevant unit tests, played back staging demo - got comparable numbers
6 Days Ago
Merge: from parallel_validatemove Tests: none, no conflicts
6 Days Ago
Clean: Lenght -> Length Tests: compiles in editor
6 Days Ago
Update: fix TickInterpolatorCache tests and update it's API - No longer tracks player count - Made API focus on Expand -> Replace(index) flow - makes it easy to work with PlayerCache Tests: ran unit tests
6 Days Ago
Update: PlayerCache now guarantees spatial stability - Updated it's direct tests (will update rest next) Updated interface, although compatible with existing code, will lead to breakages, so I'm slowly updating the relevant code Tests: ran unit tests