userDaniel Pcancel

1,697 Commits over 427 Days - 0.17cph!

51 Days Ago
Update: BaseRaidBench - clean up custom timers from tracking Otherwise they end up in results with their generic names Tests: none, trivial change
51 Days Ago
Merge: from main
51 Days Ago
Merge: from camerarenderer_leak - Fixes memory leaks related to Rust+'s camera renderer and Nexus mugshot savings Tests: print_arraypool when connected to turret - before ProtocolParser 16KB set would grow, now stays constant
51 Days Ago
Bugfix: properly recycle mugshot data pooled array on nexus servers Tests: none, same type of change as previous
51 Days Ago
Bugfix: properly recycle pooled array for camerarenderer Tests: connected to a turret, printed array pool - before ProtocolParser 16KB pool would grow, now stays constant
51 Days Ago
Update: rewrite print_arraypool to support multiple array pool output - also added logic to take into account T size Useful to validate we're not leeking across pools Tests: used in editor, both text and json options
2 Months Ago
Merge: from benchmarking_update - Cleanup of obsolete EffectsBenchmark - Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene - Bugfix for infinite load loop in benchmarking flow Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
2 Months Ago
Merge: from main
2 Months Ago
Bugfix: fix infinite loading loop when running benchmarks Caused by us hiding the loading screen and then loading monument scenes, which would leave them in limbo Tests: ran the benchmark flow in editor and standalone client
2 Months Ago
Clean: DemoBuildingsViewer - complete remaining TODOs - moved all InvalidBuildingId to Benchmark.Building - consolidated some of Benchmark.Building's initialization logic - fixed wrong comment Tests: compiles in editor
2 Months Ago
Merge: from main
2 Months Ago
Update: DemoBuildingsViewer - support exporting user placed building blocks Requires them to have the BuildingBlockMetadata component Tests: exported base with an extra wall, checked json - had expected values
2 Months Ago
Update: DemoBuildingsViewer - import handles domain reload events to avoid duplication Tests: loaded a base from demo, triggered domain reload, deleted a wall, reimported - only wall came back
2 Months Ago
Update: DemoBuildingsViewer - can now export scene - BuildingBlockMetadata now caches ParentEntityId and PrefabId This enables the workflow of manually modifying bases in editor before export Tests: diffed the Export merged and Export scene outputs (mostly the same, different sorting and slightly differeing floats by tiny epsilon), imported base from export scene - it's the same
2 Months Ago
Update: DemoBuildingsViewer - annotate spawned building blocks with metadata - Also fixed building marker deduplication only spawning 1 marker Allows to implement export of a scene (with manual edits), rather than demo protobuf. Tests: used the tool, gizmos confirmed link up with building markers
2 Months Ago
Bugfix: DemoBuildingsViewer - don't spawn extra building markers on import Tests: used the tool
2 Months Ago
Update: DemoBuildingsViewer - add debug toggle to spawn from source protobuf Helps validating that everything is spawning correctly Tests: used the tool in editor
2 Months Ago
Update: DemoBuildingsViewer - use processed protobufs, instead of raw demo protobufs, for scene spawning - Benchmark.Building no longer caches raw protobufs This standardizes logic between benchmarks and the viewer tool. Tests: opened a couple bases from a demo
2 Months Ago
Update: DemoBuildingsViewer - can now recreate entities that have been deleted Tests: spawned a base, deleted a bunch of walls, reimported - all back to normal
2 Months Ago
Bugfix: DemoBuilidngsViewer - ensure first building block instances have skin applied to them - caused by invalid stability triggering early skin change, instead of deferring it till after we preprocess skins Tests: imported base, looked the same as in demo
2 Months Ago
Update: DemoBuildingsViewer - support reimport of building blocks from base json Takes us closer to being able to edit bases and export. Spotted it failing to create a correct wall (even though other same prefabs are okay). Tests: used the tool
2 Months Ago
Bugfix: DemoBuildingsViewer - tag imported spawn markers to allow export Tests: ran the tool
2 Months Ago
Update: DemoBuildingViewer - add ability to import markers from previously exported base - spawn markers now visualize if their override is invalid Makes it possible to do incremental fixups via the editor Tests: used the tool in editor
2 Months Ago
Clean: mark BiomeBenchmark as enabled for build It doesn't have an effect on the build as far as I can see, but makes it clearer to readers that it is included in the build Tests: none, trivial change
2 Months Ago
Clean: remove EffectsBenchmark Superseded by BaseRaidBenchmark Tests: editor compiles
2 Months Ago
Merge: from main
2 Months Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
2 Months Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
2 Months Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
2 Months Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
2 Months Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
2 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Months Ago
Bugfix: BaseRaidBench - local player now rotates properly Tests: ran the scene
2 Months Ago
Bugfix: BaseRaidBench - local player now spawns on the spawn marker Looks in the wrong direction - will fix next Tests: ran the scene
2 Months Ago
Update: BaseRaidBench - add a run that spawns base and players in it under attack - Removed baseRaid5 and baseRaid25 Local player spawns/teleports to the wrong position - will fix next. Tests: ran the scene locally
2 Months Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
2 Months Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
2 Months Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
2 Months Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
2 Months Ago
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
2 Months Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
2 Months Ago
Update: BaseRaidBench - move BenchmarkUpdate to Update Hopefully will avoid confusion on why we have multiple update methods Tests: ran the scene
2 Months Ago
Update: promote hack to fix - expanded the explanation a bit further why it should stay Tests: none, trivial change
2 Months Ago
Hack: workaround for the BurstClothManager NRE - clean the run in Update Will fix the burst cloth related prefabs in a separate branch. Tests: ran the benchmark - no more NREs
2 Months Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
2 Months Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene
2 Months Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
2 Months Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
2 Months Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
2 Months Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo