userDaniel Pcancel

1,688 Commits over 427 Days - 0.16cph!

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
3 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
3 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
3 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
3 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
3 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
3 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
3 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
3 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)
3 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)
3 Months Ago
Merge: from main
3 Months Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
3 Months Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
3 Months Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
3 Months Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
3 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
3 Months Ago
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
3 Months Ago
Update: TestTraceAll - don't spawn Terrain boxes We already have terrain at the bottom of the ocean Tests: ran TestTraceAll
3 Months Ago
Tests: new GamePhysics tests - TestLineOfSight - Also making craggy loading in unit test stable by applying same fixes from Test.Projectile No batched variant as we haven't implemented it yet Tests: ran the new unit tests
3 Months Ago
Tests: new GameTrace tests - TestsTraceAll and TestsTraceAllBatched TestTraceAllBatched is currently failing, as it's wip Tests: ran new unit tests
3 Months Ago
Merge: from autoturret_optim - switch timing variables from float to double Tests: editor builds C+S + confirmed deployed turret scans & detects, shoots, reacts to flank shots
3 Months Ago
Update: AutoTurret.nextShotTime -> double Tests: editor builds C+S
3 Months Ago
Update: AutoTurret.nextIdleAimTime -> double Tests: editor builds C+S
3 Months Ago
Clean: delete AutoTurret.lastShotTime Was never set, and the code that depended on it had to do extra calcs, only to discard results. Tests: editor builds C+S
3 Months Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
3 Months Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
3 Months Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
3 Months Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
3 Months Ago
Merge: from main
3 Months Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
3 Months Ago
Bugix: Reimplement PooledList(and others) via BasePooledList - Fixes incorrect pooling of inherited-from PoolingList types Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
3 Months Ago
Update: locking in unbox.any version - Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks) - added a unit test that validates runtime checking Tests: unit tests
3 Months Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
3 Months Ago
Update: add unit test that showcases invalid PooledList<T> pooling Tests: ran the test - fail as expected
3 Months Ago
Update: projectile perf test Tests: ran the perf test
3 Months Ago
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests It was colliding with a non-namespace WaterLevel and causing a headache Tests: editor build in C+S
3 Months Ago
Update: refactor TestConsistency and make it cover a larger area - increased proj velocity, as it was possible for proj to start inside the shield, breaking validation Tests: ran unit test
3 Months Ago
Update: TestConsistency now validates repl projectiles as well Test: ran the unit test
3 Months Ago
Update: TestConsistency now passes - validates auth proj hit their players/shields - added utility that helps revalidate projectile hit and get more info (auth only for now) Need to expand to re-validate non-auth hits Tests: ran projectile consistency test
3 Months Ago
Update: wip fixing the consistency test - fix invalid tracking of on which frame a hit is expected - extra validation code to confirm hits to expected players - revealed missmatches Need to redo how I setup the players to avoid random overlapping Tests: ran the test
3 Months Ago
Update(wip): new comprehensive projectile test on craggy - spawns a bunch of players on craggy and drops projectiles on them Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow Tests: ran unit tests
3 Months Ago
Update: projectile tests against players with shields Test: ran new unit tests
3 Months Ago
Update: rewrite TestProjectileWater to attempt to hit a player in water Tests: ran new TestProjectileWater - pass all
3 Months Ago
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
3 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
3 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
3 Months Ago
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
3 Months Ago
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)
3 Months Ago
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