userDaniel Pcancel

2,820 Commits over 700 Days - 0.17cph!

1 Year Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
1 Year Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
1 Year Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
1 Year Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
1 Year Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
1 Year Ago
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
1 Year Ago
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.
1 Year Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
1 Year Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
1 Year Ago
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
1 Year Ago
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values Same bug as in WaterCollision that I fixed last friday. Tests: none, trivial change
1 Year Ago
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set Tests: ran unit tests + staging demo playback
1 Year Ago
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong Tests: ran new unit test, it does fail as begrudgingly expected
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Merge: from parallel_validatemove/stable_playercache Promoting stable player cache version as main dev direction Tests: none, no conflicts
1 Year Ago
Clean: consolidate some work buffers Tests: ran staging demo
1 Year Ago
Update: merge NativeList.Expand and NativeList.ExpandAndClear - Rewrote the Expand branching logic to be simpler Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
1 Year Ago
Update: Add NativeList.ExpandAndClear - also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary Tests: none, trivial change
1 Year Ago
Clean: variable rename Tests: none, trivial change
1 Year Ago
Bugfix: NativeList.Expand now properly clean us old list Tests: none, trivial change
1 Year Ago
Update: TickInterpolatorCache exposes state via ReadOnly property - Reroute all accessors and logic via static methods that take in ReadOnlyState This enables to pass entire TickInterpolatorCache into a burst job Tests: ran unit tests
1 Year Ago
Update: mark a bunch of BasePlayer functions as static Makes it easier to build Burst jobs Tests: editor compiles
1 Year Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
1 Year Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
1 Year Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
1 Year Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
1 Year Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
1 Year Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
1 Year Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
1 Year Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
1 Year Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
1 Year Ago
Clean: add a comment Tests: none, trivial change
1 Year Ago
Update: translate ValidateMove to batched ValidateMoves Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods Tests: played back staging demo - got same numbers and no new errors
1 Year Ago
Update: made some caches stable across frames Tests: played back staging demo - no new errors and stats match expected
1 Year Ago
Clean: simplify call Tests: none, trivial change
1 Year Ago
Merge: from parallel_validatemove Tests: none
1 Year Ago
Merge: from parallel_validatemove - bugfix for invalid transforms in the cache - fallout from previous bugfix Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
1 Year Ago
Bugfix: fix transform cache rebuild loop Previously threw away dirty indices too early, missing on some player cache changes Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
1 Year Ago
Update: consolidate debug logic - Also ValidatePlayerCache fixed to actually check for native-null players I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
1 Year Ago
Merge: from parallel_validatemove Tests: none, no conflicts
1 Year Ago
Merge: from parallel_validatemove - Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled Tests: played back staging demo - got similar results
1 Year Ago
Clean: fixing broken whitespaces that I spotted with the merge Tests: none, trivial change