userDaniel Pcancel
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1,623 Commits over 396 Days - 0.17cph!

53 Days Ago
Bugfix: unbork shooting from RC turrets - Recalculate where RC eyes are on the server Tests: remoted into a turret and shot in different directions - saw hits where expected
54 Days Ago
Update: Rewrite how we rotate turrets on server - Where possible, yaw and pitch rotations are merged, saving us on math (0.32ms) - Other cases are calculated separately (0.51ms, still faster than original 1.32ms) Updating of separate bones was fast but wrong in my last commit. This version corrects it while also being faster than pre-borked-optim. Tests: On Craggy, spawned sentry.scientist.static and autoturret_deployed, made them rotate to different directions - they were able to track and shoot me.
54 Days Ago
Update: AutoTurretTests.MeasureServerTick now checks merged and separate yaw-pitch bones Since separated bone transformations take more math, need to profile how big of an impact it'll be. Tests: ran the test
57 Days Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
57 Days Ago
Merge: from main
57 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
57 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
57 Days Ago
Update: editor benchmarking runs now consistently set benchmarking flag Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions
57 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
57 Days Ago
Update: BaseRaidBench - set batched mode as default for scene
57 Days Ago
Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen
58 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
58 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
58 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
58 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
58 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
58 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
58 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
58 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
58 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
58 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
58 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
58 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
58 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)
58 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
59 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
59 Days Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
59 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
59 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
2 Months Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
2 Months 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
2 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
2 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
2 Months 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)
2 Months 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
2 Months 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
2 Months 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
2 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
2 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
2 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
2 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
2 Months 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
2 Months 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)
2 Months 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)
2 Months Ago
Merge: from main
2 Months Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
2 Months Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
2 Months Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
2 Months Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
2 Months 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