userDaniel Pcancel

1,688 Commits over 427 Days - 0.16cph!

58 Days Ago
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
58 Days Ago
Merge: from main
58 Days Ago
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
58 Days Ago
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
58 Days Ago
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
58 Days Ago
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
58 Days Ago
Bugfix: DemoBuildingsViewer - don't spawn extra building markers on import Tests: used the tool
58 Days Ago
Update: DemoBuildingsViewer - add debug toggle to spawn from source protobuf Helps validating that everything is spawning correctly Tests: used the tool in editor
58 Days Ago
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
58 Days Ago
Update: DemoBuildingsViewer - can now recreate entities that have been deleted Tests: spawned a base, deleted a bunch of walls, reimported - all back to normal
58 Days Ago
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
58 Days Ago
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
59 Days Ago
Bugfix: DemoBuildingsViewer - tag imported spawn markers to allow export Tests: ran the tool
59 Days Ago
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
59 Days Ago
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
59 Days Ago
Clean: remove EffectsBenchmark Superseded by BaseRaidBenchmark Tests: editor compiles
59 Days Ago
Merge: from main
60 Days Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
60 Days Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
60 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
60 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
60 Days Ago
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
60 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Months Ago
Bugfix: BaseRaidBench - local player now rotates properly Tests: ran the scene
2 Months Ago
Bugfix: BaseRaidBench - local player now spawns on the spawn marker Looks in the wrong direction - will fix next Tests: ran the scene
2 Months Ago
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
2 Months Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
2 Months Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
2 Months Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
2 Months Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
2 Months Ago
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
2 Months Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
2 Months Ago
Update: BaseRaidBench - move BenchmarkUpdate to Update Hopefully will avoid confusion on why we have multiple update methods Tests: ran the scene
2 Months Ago
Update: promote hack to fix - expanded the explanation a bit further why it should stay Tests: none, trivial change
2 Months Ago
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
2 Months Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
2 Months Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene
2 Months Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
2 Months Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
2 Months Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
2 Months Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
2 Months Ago
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
2 Months Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
2 Months Ago
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
2 Months Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
2 Months Ago
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
2 Months Ago
Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor
2 Months Ago
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene
2 Months Ago
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
2 Months Ago
Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene