userDaniel Pcancel
branchrust_reboot/main/projectile_jobscancel

113 Commits over 30 Days - 0.16cph!

31 Days Ago
Update: BaseRaidBench - set batched mode as default for scene
31 Days Ago
Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen
31 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
32 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
32 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
32 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
32 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
32 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
32 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
32 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
32 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
32 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
32 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
32 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
32 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)
32 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
33 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
33 Days Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
33 Days Ago
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
33 Days Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
34 Days Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
34 Days Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
34 Days Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
34 Days Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
34 Days Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
34 Days Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
35 Days Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
35 Days Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
35 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
35 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
35 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
35 Days Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
35 Days Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
35 Days Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
35 Days Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
38 Days Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
38 Days Ago
Update: GamePhysics tests - move box grid creation to individual tests Avoids polluting the world for other tests(problem for LineOfSightBatched) Tests: ran the updated unit tests
38 Days Ago
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
38 Days Ago
Update: TestTraceAll - don't spawn Terrain boxes We already have terrain at the bottom of the ocean Tests: ran TestTraceAll
38 Days Ago
Tests: new GamePhysics tests - TestLineOfSight - Also making craggy loading in unit test stable by applying same fixes from Test.Projectile No batched variant as we haven't implemented it yet Tests: ran the new unit tests
38 Days Ago
Tests: new GameTrace tests - TestsTraceAll and TestsTraceAllBatched TestTraceAllBatched is currently failing, as it's wip Tests: ran new unit tests
39 Days Ago
Update: projectile perf test Tests: ran the perf test
39 Days Ago
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests It was colliding with a non-namespace WaterLevel and causing a headache Tests: editor build in C+S
39 Days Ago
Update: refactor TestConsistency and make it cover a larger area - increased proj velocity, as it was possible for proj to start inside the shield, breaking validation Tests: ran unit test
39 Days Ago
Update: TestConsistency now validates repl projectiles as well Test: ran the unit test
39 Days Ago
Update: TestConsistency now passes - validates auth proj hit their players/shields - added utility that helps revalidate projectile hit and get more info (auth only for now) Need to expand to re-validate non-auth hits Tests: ran projectile consistency test
39 Days Ago
Update: wip fixing the consistency test - fix invalid tracking of on which frame a hit is expected - extra validation code to confirm hits to expected players - revealed missmatches Need to redo how I setup the players to avoid random overlapping Tests: ran the test
40 Days Ago
Update(wip): new comprehensive projectile test on craggy - spawns a bunch of players on craggy and drops projectiles on them Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow Tests: ran unit tests
40 Days Ago
Update: projectile tests against players with shields Test: ran new unit tests
40 Days Ago
Update: rewrite TestProjectileWater to attempt to hit a player in water Tests: ran new TestProjectileWater - pass all