userDaniel Pcancel

1,688 Commits over 427 Days - 0.16cph!

3 Months Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
3 Months Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
3 Months Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
3 Months Ago
Clean: minor comment fix Tests: none, trivial change
3 Months Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
3 Months Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
3 Months Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
3 Months Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
3 Months Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
3 Months Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
3 Months Ago
Merge: from main
3 Months Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
3 Months Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
3 Months Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
3 Months Ago
Update: started work on projectile unit tests Incomplete, will continue tomorrow. Tests: none, it's too derpy
3 Months Ago
Merge: from autoturret_optim - Speeds up AutoTurret::ServerTick by not updating nested transform hierarchy (gun_yaw and gun_pitch) Tests: deauthed gun turret shooting me from different positions/angles
3 Months Ago
Optim: avoid requiring position from a transform in AutoTurret.ServerTick Minor change, but should be helpful either way Tests: none, trivial change
3 Months Ago
Merge: from main Tests: editor builds
3 Months Ago
Clean: remove unused Transform param on AutoTurret.FireAttachedGun Tests: editor builds
3 Months Ago
Bugfix: AutoTurret now shoots in all directions Tests: gun turret with deauth
3 Months Ago
Clean: simplify code Tests: gun turret being deauthed
3 Months Ago
Bugfix: AutoTurret now correctly detects player in front of it Still need to fix shooting code. Tests: gun turret on craggy being deauthed
3 Months Ago
Update: AutoTurret - rewrite rotations via matrices instead of TRS - Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/) - Incorporate transform hierarchy up to gun_yaw This should be slower, but different PC - will re-bench once home Tests: spaend a turret and caused it to rotate different ways
3 Months Ago
Optim: AutoTurret - virtualize part of transform hierarchy on server - Breaks dependent logic - will update next This saves 75% of time in synth test of updating aiming of 1k turrets (1.29ms -> 0.32ms) Tests: perf test + debug rendering
3 Months Ago
Tests: PerfTest for AutoTurret.UpdateAiming Hacking AutoTurret's code, it suggest we can shrink this by 85% Tests: ran the perf test
3 Months Ago
Merge: from growablegenes_allocs - clean of 1 line Tests: none, trivial change
3 Months Ago
Clean: remove unused static Tests: none, trivial change
3 Months Ago
Merge: from growablegenes_alloc - reduces(removes?) junk allocs from growables Tests: editor builds + alloc unit test
3 Months Ago
Clean: unused usings Tests: none, trivial change
3 Months Ago
Merge: from main Tests: editor builds
3 Months Ago
Clean: remove Sort from BufferList Not used anywhere Tests: editor builds
3 Months Ago
Optim: don't sort slotWeights to avoid internal allocs Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc. Tests: alloc unit test passes
3 Months Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
3 Months Ago
Test: GrowableGenes test to track allocations - only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates Tests: ran the unit test
3 Months Ago
Merge: from main
3 Months Ago
Merge: from benchmarking_update - Added Biome benchmark - Re-enabled other benchmark scenes - Deleted Terrain and FoliageGrid benchmarks, demo benchmark Tests: benchmark in editor and standalone client
3 Months Ago
Merge: from main
3 Months Ago
Merge: from item_pooling - Fixes bugs with pooling use - List<Item> leak and use-after-free Item use - Added tests Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
Clean: remove FoliageGridBenchmark and associated script Superseded by BiomeBenchmark Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - expose camera flight speed - Set default camera speed to 16, similar to what it was when lerping Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - split timings per topology Certain topologies generate a lot of visual clutter, so have a noticeable impact. Previously the effect would be lost when averaging the timings. Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - add it to standalone build Will replace FoliageGridBenchmark today Tests: autobench in client
3 Months Ago
Update: BiomeBenchmark - rewrite heightfield gen to generate a lower coastline - Also slowed down the camera speed by half Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - introduce a delay when starting and teleporting the camera to islands Helps with asset pop-in. Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - snap camera to player height above ground Tests: benchmark in editor
3 Months Ago
Bugfix: BiomeBenchmark - put procedurally created terrain on Terrain layer This caused foliage/clutter to not spawn as much as it could, leaving islands barren. Tests: benchmark in editor
3 Months Ago
Update: BiomeBenchmark - switch to custom topology generation - Added extra info about under-camera topology to help investigate things further Still not getting the effect I want Tests: benchmark in editor