userDaniel Pcancel

1,177 Commits over 304 Days - 0.16cph!

44 Days Ago
Merge: from profiling_improvements - Reduce capture size by ~19% by filtering out more methods Tests: snapshot on craggy in editor
44 Days Ago
Update: further reduce capture scope by ~19% - Built from c4679e41 Tests: snapshot in editor on Craggy
44 Days Ago
Merge: from main
44 Days Ago
Merge: from parallel_validatemove - Bugfix: GamePhysics.OverlapCapsules no longer skips 0-length-capsule queries - Additional unit tests Tests: unit tests + staging demo playback
44 Days Ago
Tests: add GamePhysics.CheckShhere, CheckCapsule and related consistency tests Contains divergence cases that are constantly warned about - this is to document current behavior Tests: ran unit tests
44 Days Ago
Update: Adding GamePhysics.CheckSpheres Tests: unit tests (next submit)
44 Days Ago
Merge: from main Tests: none, no conflicts
44 Days Ago
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries - Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not - Added a couple comments to clarify things This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings Tests: unit tests + staging demo playback
47 Days Ago
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros Tests: unit tests
47 Days Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
47 Days Ago
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48 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
48 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
48 Days Ago
Merge: from main Tests: none, no conflicts
48 Days Ago
Merge: from loading_entity_leak - Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save Tests: loaded craggy save, editor default procgen save and staging server save
48 Days Ago
Bugfix: don't leak ProtoBuf.Entity during loading of a save Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load) Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
48 Days Ago
Merge: from fix_treetoolrenderer - Brings back tree rendering on editor start with a scene with trees without triggering database refresh Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
48 Days Ago
Update: TreeToolRenderer is now a static class instead of an EditorTool State survives domain reload (somehow). Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
48 Days Ago
Bugfix: bring back tree rendering on first scene opening - Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad Tests: closed and opened editor with various starting scenes. Switched scenes.
49 Days Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
49 Days Ago
Bugfix: use pooled List<float> during IOEntity's slacklevels saving Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure. Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
49 Days Ago
Merge: from playerinventory_allocs - Removing extra garbage allocs from ToArray calls Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
49 Days Ago
Update: PlayerInventory.CanWear no longer allocates an extra array - BufferList.CopyFrom now clears orphaned range, to avoid holding references to managed objects Tests: gave myself 2 maps - they correctly avoided being both on the belt
49 Days Ago
Update: pool ToArray allocation in PlayerInventory.WearItemCheck - BufferList now can copy from List Tests: equipped armor while wearing armor
50 Days Ago
Merge: from parallel_validatemove - Clearing 2 TODOs Tests: unit tests
50 Days Ago
Clean: remove minor TODOs - append Job to the last burst job without it - Replace .Add with AddNoResize Tests: uni tests
50 Days Ago
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50 Days Ago
Merge: from main Tests: none, no conflicts
50 Days Ago
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50 Days Ago
Clean: fixing various whitespace issues and unused "using" statements Tests: compiles in editor
50 Days Ago
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50 Days Ago
Merge: from main Tests: ran unit tests
50 Days Ago
Update: add profiling scopes to search-component parts of GamePhysics.CheckSphere<T> and CheckCapsule<T> This is a slow path if there are many terrain/water volumes being hit Tests: none
50 Days Ago
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50 Days Ago
Tests: GamePhysics tests now contain cases with both water and terrain ignore volumes This is kind of a bug fix, since it wasn't testing both paths, but ah well Tests: ran unit tests
50 Days Ago
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50 Days Ago
Clean: remove unused NativeList Tests: none, trivial change
50 Days Ago
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50 Days Ago
Clean: removing dead code Tests: compiles
50 Days Ago
Update: add GamePhysics.TraceSphere and TraceSphereUnordered - added GamePhysics.Sort(NativeArray...) - replaced some inline code with TraceSphere call Works the same as Trace(>0 radius) and TraceUnordered(>0 radius) Tests: unit tests + staging demo playback
50 Days Ago
Update: add GamePhysics.TraceRays and TraceRaysUnordered - works the same as Trace(0 radius) and TraceUnordered(0 radius) - Replaced some inlined code with a call to TraceRays Tests: ran unit tests
51 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
51 Days Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
51 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests