userDaniel Pcancel
branchrust_reboot/main/projectile_jobscancel

96 Commits over 30 Days - 0.13cph!

26 Minutes Ago
Hack: workaround for the BurstClothManager NRE - clean the run in Update Will fix the burst cloth related prefabs in a separate branch. Tests: ran the benchmark - no more NREs
3 Days Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
3 Days Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene
3 Days Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
3 Days Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
3 Days Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
3 Days Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
3 Days Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
3 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
3 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
3 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
4 Days Ago
Update: BaseRaidBench - output avg projectiles per frame Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average) Tests: ran the scene
4 Days Ago
Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor
4 Days Ago
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene
4 Days Ago
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor - Done via temporarily shutting down steam connection Tests: opened the scen from the demo after running the benchmark
4 Days Ago
Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene
4 Days Ago
Update: BaseRaidBench - spawn bases around the firing circle - added the largest base from my demo Walls are borked, same issue as editor, gonna fix next. Tests: ran the scene
4 Days Ago
Update: export parent IDs for entities in buildings Tests: exported largest base from demo - confirmed expected entity had ID
4 Days Ago
Update: Move Building to it's own file Makes it accessible for benchmarking Tests: compiles in editor
4 Days Ago
Update: DemoBuildingsViewer - export base as a json file Going to see if it's enough to rebuild the base for the benchmark Tests: exported largest base from my demo
5 Days Ago
Bugfix: conditionally start bootstrap timer since it can be null Tests: none, trivial change
5 Days Ago
Buildfix: remove dead burst code and move job to namespace Avoids name mangling shenanigans Tests: build client locally
5 Days Ago
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene Tests: ran the scene
5 Days Ago
Update: add benchmark timer to SoundManager - replace magic values for timers with named consts It's chonky, so tracking it as well. Tests: ran the scene
5 Days Ago
Update: add benchmark timers to Projectile.Update and BatchUpdate Tests: ran the scene in editor, saw output
5 Days Ago
Update: Rewrite BenchmarkTimer to allow for accumulating time - Renamed API to make it clearer Tests: measured against a stopwatch in bootstrap loading
5 Days Ago
Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented. Tests: ran the scene in editor
5 Days 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
6 Days 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 Days 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 Days 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 Days Ago
Update: editor benchmarking runs now consistently set benchmarking flag Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions
10 Days 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 Days Ago
Update: BaseRaidBench - set batched mode as default for scene
10 Days Ago
Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen
11 Days 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
11 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
11 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
11 Days 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
11 Days Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
11 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
11 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
11 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
11 Days 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
11 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
11 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
11 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
11 Days 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)
11 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
12 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene