userDaniel Pcancel
reporust_rebootcancel

2,369 Commits over 608 Days - 0.16cph!

9 Days Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
9 Days Ago
Optim: merge count and sort jobs into one Tests: unit tests
9 Days Ago
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
9 Days Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
9 Days Ago
Merge: from main
9 Days Ago
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
9 Days Ago
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
10 Days Ago
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
10 Days Ago
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
10 Days Ago
Clean: remove hacky testing code Tests: none, trivial change
10 Days Ago
Merge: from main
10 Days Ago
Optim: GamePhysics.Trace - replace sort with a serial scan - added unit tests and perf tests In existing perf tests scene complexity is not enough, but expecting to be a minor improvement in real world. Tests: unit tests
10 Days Ago
Merge: from main
11 Days Ago
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
11 Days Ago
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
11 Days Ago
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
11 Days Ago
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
11 Days Ago
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
11 Days Ago
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
11 Days Ago
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
11 Days Ago
Merge: from main
11 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
11 Days Ago
Clean: remove more dead code/checks Missed some leftover if(true) style code Tests: ran unit tests
11 Days Ago
Merge: from main
11 Days Ago
Merge: from main
11 Days Ago
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
15 Days Ago
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
15 Days Ago
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green
15 Days Ago
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
15 Days Ago
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
15 Days Ago
Merge: from main
15 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
15 Days Ago
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
15 Days Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
15 Days Ago
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
15 Days Ago
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15 Days Ago
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16 Days Ago
Merge: from main
16 Days Ago
Merge: from duplicate_bot_id_fix - Buildfix for missing SERVER guard
16 Days Ago
Buildfix: add missing SERVER guard
16 Days Ago
Merge: from duplicate_bot_id_fix - Bugfix for duplicate player id warning when loading a save - Bugfix for editor freezing when loading a save with a player Tests: playground with 1 transient, 1 persistent npc in editor then save -> load -> spawn player loop 3x
16 Days Ago
Merge: from main Also renamed branch: duplciate_bot_id_fix -> duplicate_bot_id_fix
16 Days Ago
Bugfix: fix bot id being shared when loading a save Fixed by reconstructing the free bot ID list and free bot id counter Tests: playground with 1 transient and 1 persitent bot, couple loops of spawn player -> save -> load
16 Days Ago
Clean: fix formatting in BasePlayer-SaveLoad.cs Tests: none, trivial change
16 Days Ago
Bugfix: recycle bot IDs when loading from a save This was leaking a bunch of IDs, likely harmles on maps with low bot population Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
16 Days Ago
Bugfix: skip trying to draw water bodies if camera planes are not initialized Was causing a lot of asserts when loading into Craggy with debug unity editor Tests: booted craggy with debug editor - no more invalid plane normal asserts
16 Days Ago
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze Tests: was able to load craggy save with players multiple times in a row
18 Days Ago
Merge: from hackweek_pool_analyzer - New: static code analyzer for invalid use of Pool.Free and related methods - Bugfix: a bunch of fixes for detected pooling problems, about 40 cases Tests: internal unit tests, compile simulator in editor, built C & S standalones (last week tho)
18 Days Ago
Update: PoolAnalyzer - switch to release version - Release binary built from b189abf6 Tests: internal unit tests, started unity and ran compile simulator
18 Days Ago
Merge: from main