1,688 Commits over 427 Days - 0.16cph!
Clean: DemoBuildingsViewer - complete remaining TODOs
- moved all InvalidBuildingId to Benchmark.Building
- consolidated some of Benchmark.Building's initialization logic
- fixed wrong comment
Tests: compiles in editor
Update: DemoBuildingsViewer - support exporting user placed building blocks
Requires them to have the BuildingBlockMetadata component
Tests: exported base with an extra wall, checked json - had expected values
Update: DemoBuildingsViewer - import handles domain reload events to avoid duplication
Tests: loaded a base from demo, triggered domain reload, deleted a wall, reimported - only wall came back
Update: DemoBuildingsViewer - can now export scene
- BuildingBlockMetadata now caches ParentEntityId and PrefabId
This enables the workflow of manually modifying bases in editor before export
Tests: diffed the Export merged and Export scene outputs (mostly the same, different sorting and slightly differeing floats by tiny epsilon), imported base from export scene - it's the same
Update: DemoBuildingsViewer - annotate spawned building blocks with metadata
- Also fixed building marker deduplication only spawning 1 marker
Allows to implement export of a scene (with manual edits), rather than demo protobuf.
Tests: used the tool, gizmos confirmed link up with building markers
Bugfix: DemoBuildingsViewer - don't spawn extra building markers on import
Tests: used the tool
Update: DemoBuildingsViewer - add debug toggle to spawn from source protobuf
Helps validating that everything is spawning correctly
Tests: used the tool in editor
Update: DemoBuildingsViewer - use processed protobufs, instead of raw demo protobufs, for scene spawning
- Benchmark.Building no longer caches raw protobufs
This standardizes logic between benchmarks and the viewer tool.
Tests: opened a couple bases from a demo
Update: DemoBuildingsViewer - can now recreate entities that have been deleted
Tests: spawned a base, deleted a bunch of walls, reimported - all back to normal
Bugfix: DemoBuilidngsViewer - ensure first building block instances have skin applied to them
- caused by invalid stability triggering early skin change, instead of deferring it till after we preprocess skins
Tests: imported base, looked the same as in demo
Update: DemoBuildingsViewer - support reimport of building blocks from base json
Takes us closer to being able to edit bases and export. Spotted it failing to create a correct wall (even though other same prefabs are okay).
Tests: used the tool
Bugfix: DemoBuildingsViewer - tag imported spawn markers to allow export
Tests: ran the tool
Update: DemoBuildingViewer - add ability to import markers from previously exported base
- spawn markers now visualize if their override is invalid
Makes it possible to do incremental fixups via the editor
Tests: used the tool in editor
Clean: mark BiomeBenchmark as enabled for build
It doesn't have an effect on the build as far as I can see, but makes it clearer to readers that it is included in the build
Tests: none, trivial change
Clean: remove EffectsBenchmark
Superseded by BaseRaidBenchmark
Tests: editor compiles
Update: BaseRaidBench - ensure results use 3-part format for key
Tests: none, trivial change
New: Scenes/Benchmark editor top bar menu
Tests: used all in editor - correct scenes opened
Merge: from main
Tests: ran BaseRaidBenchmark via bootstrap flow
Update: BaseRaidBench - players outside base now aim at random players in base
Tests: ran the scene
Update: BaseRaidBench - remove Projectile.Batched override
Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally
Tests: ran the scene
Update: BaseRaidBench - players moved to the base angle properly to fire
Tests: ran the scenario
Bugfix: BaseRaidBench - local player now rotates properly
Tests: ran the scene
Bugfix: BaseRaidBench - local player now spawns on the spawn marker
Looks in the wrong direction - will fix next
Tests: ran the scene
Update: BaseRaidBench - add a run that spawns base and players in it under attack
- Removed baseRaid5 and baseRaid25
Local player spawns/teleports to the wrong position - will fix next.
Tests: ran the scene locally
Update: DemoBuildingsViewer - always visualize spawn markers
Simplifies scene setup
Tests: used in editor
Bugfix: SpawnMarker.SpawnType are now proper bitflags
Tests: none, trivial change
Clean: move Building to Benchmark namespace
Tests: compiles in editor
Update: DemoBuildingsViewer - export spawn markers
Tests: ran the export with couple markers
New: editor-only SpawnMarker for DemoBuildingsViewer
- automatically links up to nearest building, but can override
Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups
Tests: loaded staging demo and checked how gizmos draw
Update: extra scopes for Projectile perf tests
Tests: ran the perf tests
Update: BaseRaidBench - move BenchmarkUpdate to Update
Hopefully will avoid confusion on why we have multiple update methods
Tests: ran the scene
Update: promote hack to fix
- expanded the explanation a bit further why it should stay
Tests: none, trivial change
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
Update: forgot to save BaseRaidBenchmark scene with the changes
Tests: none, trivial change
Update: BaseRaidBench - add support for spawning a random base from a list
Tests: ran the scene
Update: DemoBuildingsViewer - add ability to export as a merged base
Tests: exported 3 bases from staging demo as 1
Update: DemoBuildingsViewer - can load multiple bases in a scene
Exports them separately, for now.
Tests: loaded top 20 bases from staging demo
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work
Otherwise it NREed
Tests: loaded base 3839 from staging demo
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication
Tests: loaded up the largest base from staging demo
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
Bugfix: BaseRaidBench - ensure weapons fire right projectiles
- Also reset cooldowns between runs
Tests: ran the scene
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
Update: BaseRaidBench - record run name in results
Next up to setup variable-player runs.
Tests: ran the scene
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
Update: BaseRaidBench - support skins for spawned bases
Tests: ran the scene in editor
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases
- Export the model bitmask for building blocks
- Updated the base json
Tests: ran the scene
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
Update: move building hierarchy sorting to export
- also fixed the bug with using Append instead of Enqueue
Tests: ran BaseRaidBench scene