2,846 Commits over 700 Days - 0.17cph!
Update: make ServerDemoPlayer complient with recent Protobuf changes
Tests: played back a staging server demo
Merge: from main
Tests: none, no conflicts
Merge: from loading_entity_leak
- Fix zombie ProtoBuf.Entity objects never being returned to the pool after loading a game save
Tests: loaded craggy save, editor default procgen save and staging server save
Bugfix: don't leak ProtoBuf.Entity during loading of a save
Loading a 4.3k staging server save drops ~129k objects (almost all get spilled, but that's okay after a load)
Tests: loaded craggy save, loaded default editor procgen save and stagign server procgen save
Merge: from fix_treetoolrenderer
- Brings back tree rendering on editor start with a scene with trees without triggering database refresh
Tests: variosu editor open scenarios, various scene switching scenarios with domain reload
Update: TreeToolRenderer is now a static class instead of an EditorTool
State survives domain reload (somehow).
Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
Bugfix: bring back tree rendering on first scene opening
- Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad
Tests: closed and opened editor with various starting scenes. Switched scenes.
Merge: from ioentity_slacklevels_pooling
- Fixes IO entity spilling List<float> on save
Tests: build a couple water tanks and checked pool.print_memory
Bugfix: use pooled List<float> during IOEntity's slacklevels saving
Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure.
Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
Merge: from playerinventory_allocs
- Removing extra garbage allocs from ToArray calls
Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
Update: PlayerInventory.CanWear no longer allocates an extra array
- BufferList.CopyFrom now clears orphaned range, to avoid holding references to managed objects
Tests: gave myself 2 maps - they correctly avoided being both on the belt
Update: pool ToArray allocation in PlayerInventory.WearItemCheck
- BufferList now can copy from List
Tests: equipped armor while wearing armor
Merge: from parallel_validatemove
- Clearing 2 TODOs
Tests: unit tests
Clean: remove minor TODOs
- append Job to the last burst job without it
- Replace .Add with AddNoResize
Tests: uni tests
Merge: from main
Tests: none, no conflicts
Clean: fixing various whitespace issues and unused "using" statements
Tests: compiles in editor
Merge: from main
Tests: ran unit tests
Update: add profiling scopes to search-component parts of GamePhysics.CheckSphere<T> and CheckCapsule<T>
This is a slow path if there are many terrain/water volumes being hit
Tests: none
Tests: GamePhysics tests now contain cases with both water and terrain ignore volumes
This is kind of a bug fix, since it wasn't testing both paths, but ah well
Tests: ran unit tests
Clean: remove unused NativeList
Tests: none, trivial change
Clean: removing dead code
Tests: compiles
Update: add GamePhysics.TraceSphere and TraceSphereUnordered
- added GamePhysics.Sort(NativeArray...)
- replaced some inline code with TraceSphere call
Works the same as Trace(>0 radius) and TraceUnordered(>0 radius)
Tests: unit tests + staging demo playback
Update: add GamePhysics.TraceRays and TraceRaysUnordered
- works the same as Trace(0 radius) and TraceUnordered(0 radius)
- Replaced some inlined code with a call to TraceRays
Tests: ran unit tests
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
Update: split GamePhysics.CheckCapsule<T>
- forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
Bugfix: fixing native allocation leaks in tests
Tests: ran the tests with leak detections enabled
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling
There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs.
Tests: ran relevant unit tests
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally
- Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing)
- undid sphere command building as that wasn't meshing well with MasksToValidate flow
- Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs)
I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions
Tests: all relevant unit tests
Clean: simplify NativeList.CopyFrom<T>(ReadOnly)
Tests: none, trivial change
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check
Tests: ran updated test
Update: adding GamePhysics.HandleIgnoreWater
- comes with it's own consistency test
Going to use those to try to refactor some of the existing code and hopefully shrink it
Tests: ran new test
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios
- added TestHandleIgnoreTerrainConsistency
Covers both TerrainCollisionTrigger and WaterVisibilityTrigger.
Tests: ran the new unit test, checked that all paths all covered.
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job
Saves 0.1ms on 10k test
Tests: ran unit test
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect
- Added a couple profiling scopes
Tests: unit tests
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes
- Added UtilityJobs namespace, moved FillJob<T> to it
- Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing)
Tests: all relevant unit tests
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch)
- These have been inlined into CheckSphere<T> and CheckCapsule<T>
- Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit
Tests: ran all unit tests
Update: CoarseQueryGrid - add non-indirect CheckJob API
- Also changed the API to return a JobHandle and accept a NativeList
Helps avoid extra busy work when we run direct work
Tests: ran unit tests
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values
Another case that's the same as previous
Tests: none, trivial change
Clean: move all CoarseQueryGridJobs to it's own namespace
- rename the jobs to avoid duplication with namespace
Tests: compiles in editor
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values
Same bug as in WaterCollision that I fixed last friday.
Tests: none, trivial change
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set
Tests: ran unit tests + staging demo playback
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong
Tests: ran new unit test, it does fail as begrudgingly expected
Optim: FinalizeTickParallel - use a burst job to gather players to validate for tick history
- Cleaned up a bunch of code by switching to NativeList from NativeArray
- more TickInterpolatorCache usage
Tests: staging demo playback
Update: adding HandleIgnoreTerrain that works on a batch of positions
- also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere
Tests: ran unit tests
Merge: from parallel_validatemove/stable_playercache
Promoting stable player cache version as main dev direction
Tests: none, no conflicts
Clean: consolidate some work buffers
Tests: ran staging demo