userDaniel Pcancel
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1,405 Commits over 365 Days - 0.16cph!

11 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
11 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
11 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
11 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
11 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
11 Days Ago
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets - EffectLibrary can return GameObjects now Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
11 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
12 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
12 Days Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
12 Days Ago
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
12 Days Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
13 Days Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
13 Days Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
13 Days Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
13 Days Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
13 Days 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)
13 Days 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
14 Days 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
14 Days 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
14 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
14 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
14 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
14 Days Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
14 Days 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
14 Days 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)
14 Days 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)
14 Days Ago
Merge: from main
14 Days Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
14 Days Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
14 Days Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
17 Days Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
17 Days 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
17 Days Ago
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
17 Days Ago
Update: TestTraceAll - don't spawn Terrain boxes We already have terrain at the bottom of the ocean Tests: ran TestTraceAll
17 Days 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
17 Days Ago
Tests: new GameTrace tests - TestsTraceAll and TestsTraceAllBatched TestTraceAllBatched is currently failing, as it's wip Tests: ran new unit tests
17 Days 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
17 Days Ago
Update: AutoTurret.nextShotTime -> double Tests: editor builds C+S
17 Days Ago
Update: AutoTurret.nextIdleAimTime -> double Tests: editor builds C+S
17 Days 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
17 Days Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
17 Days Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
17 Days Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
17 Days Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
17 Days Ago
Merge: from main
17 Days 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
17 Days 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
17 Days 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
18 Days Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
18 Days Ago
Update: add unit test that showcases invalid PooledList<T> pooling Tests: ran the test - fail as expected