1,348 Commits over 365 Days - 0.15cph!
Update: projectile tests against players with shields
Test: ran new unit tests
Update: rewrite TestProjectileWater to attempt to hit a player in water
Tests: ran new TestProjectileWater - pass all
Update: extract all miss cases from projectile tests into separate case
It takes the same path internally, so no point in rerunning the same test case
Tests: ran all proj tests - pass
Update: projectile-water test via Craggy
Pretty close to covering all cases
Tests: ran new tests
Update: Projectiles that are managed by unit tests only run 1 substep
Tests: projectile unit tests now pass
Update: Projectile Tests now run inside Craggy
Most tests are failing because now their substepping eventually hits water/terrain - will fix next.
Tests: ran unit tests
Update: TerrainTexturing - defer init in editor, relly on manual init by user
This prevents it from screwing unit tests when loading scenes
Tests: ran part of updates projectile unit tests (to be committed)
Update: adding mounted-player related tests
- Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one
- Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together)
- test projectile now has thickness (relevant to test with players in same vehicle)
Tests: ran all unit tests
Merge: from autoturret_optim
- Bugfix for turret not reacting to player in front when powering up (caused by me)
- Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well)
Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
Update: make turret scan const a servervar
- called `sentry.scantimer`, default to 1s
Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
Merge: from main
Tests: none, no conflicts
Bugfix: AutoTurret no longer misses players moving it's it's FOV
- Done by running scans every second when not tracking any targets
Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
Bugfix: powering up auto-turret now runs a search
- Simplify and clean authDirty-related code
One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed.
Tests: powered up the turret by standing in front of it - it started shooting correctly
Clean: minor comment fix
Tests: none, trivial change
Update: projectile-entity test now covers more internal code
- cleaned dead code - not sure I'll need it in the future, so to the grave it goes
Tests: ran the unit tests
Add: new Projectile vs world base entity tests
Tests: ran the unit tests
Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up
Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Bugfix: reset turret's cached visibility when unsetting the target
This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction.
Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
Bugfix: turret will respond to sneak attacks
- takes 3 seconds to drop aggro that forces aiming
Spotted another bug - target and targetVisible can desync
Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Update: expand projectile test
- Validates hits and misses, auth and replicated
- renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types)
Tests: ran all resulting unit tests
Update: working TestProjectileBaseline baseline test
Was more complicated than expected, but we got there.
Tests: ran the unit test
Update: move PlayerWalkMovement awake to init
Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests.
Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
Update: started work on projectile unit tests
Incomplete, will continue tomorrow.
Tests: none, it's too derpy
Merge: from autoturret_optim
- Speeds up AutoTurret::ServerTick by not updating nested transform hierarchy (gun_yaw and gun_pitch)
Tests: deauthed gun turret shooting me from different positions/angles
Optim: avoid requiring position from a transform in AutoTurret.ServerTick
Minor change, but should be helpful either way
Tests: none, trivial change
Merge: from main
Tests: editor builds
Clean: remove unused Transform param on AutoTurret.FireAttachedGun
Tests: editor builds
Bugfix: AutoTurret now shoots in all directions
Tests: gun turret with deauth
Clean: simplify code
Tests: gun turret being deauthed
Bugfix: AutoTurret now correctly detects player in front of it
Still need to fix shooting code.
Tests: gun turret on craggy being deauthed
Update: AutoTurret - rewrite rotations via matrices instead of TRS
- Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/)
- Incorporate transform hierarchy up to gun_yaw
This should be slower, but different PC - will re-bench once home
Tests: spaend a turret and caused it to rotate different ways
Optim: AutoTurret - virtualize part of transform hierarchy on server
- Breaks dependent logic - will update next
This saves 75% of time in synth test of updating aiming of 1k turrets (1.29ms -> 0.32ms)
Tests: perf test + debug rendering
Tests: PerfTest for AutoTurret.UpdateAiming
Hacking AutoTurret's code, it suggest we can shrink this by 85%
Tests: ran the perf test
Merge: from growablegenes_allocs
- clean of 1 line
Tests: none, trivial change
Clean: remove unused static
Tests: none, trivial change
Merge: from growablegenes_alloc
- reduces(removes?) junk allocs from growables
Tests: editor builds + alloc unit test
Clean: unused usings
Tests: none, trivial change
Merge: from main
Tests: editor builds
Clean: remove Sort from BufferList
Not used anywhere
Tests: editor builds
Optim: don't sort slotWeights to avoid internal allocs
Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc.
Tests: alloc unit test passes
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType
Tests: unit test
Test: GrowableGenes test to track allocations
- only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache
Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates
Tests: ran the unit test
Merge: from benchmarking_update
- Added Biome benchmark
- Re-enabled other benchmark scenes
- Deleted Terrain and FoliageGrid benchmarks, demo benchmark
Tests: benchmark in editor and standalone client
Merge: from item_pooling
- Fixes bugs with pooling use - List<Item> leak and use-after-free Item use
- Added tests
Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
Merge: from main
Tests: none, no conflicts
Clean: remove FoliageGridBenchmark and associated script
Superseded by BiomeBenchmark
Tests: benchmark in editor