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42 Commits over 30 Days - 0.06cph!

17 Days Ago
handle null localplayer properly for demo playback
17 Days Ago
merge from main
17 Days Ago
fixed deferred schedule issue in OceanTrace path for when there is no water instance (basically just an issue in the Playground scene) adjusted batch sizes for ocean traces as deferred scheduling seems to act on the capacity of the entire list rather than the count
18 Days Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
18 Days Ago
server/none compile fix
18 Days Ago
cleaning up projectile TransformAccessArray properly
18 Days Ago
enabled batched projectiles by default
19 Days Ago
reduce initial capacity of the projectile stable index cache
19 Days Ago
removed BatchedWaterRays option and disabled codepath
19 Days Ago
corrected profile region name
19 Days Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
19 Days Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
19 Days Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
19 Days Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
23 Days Ago
clarified water trace setup
23 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
23 Days Ago
fix server compile
24 Days Ago
clear benchmark timers after recording results, stops accumulating time between runs
25 Days Ago
cleanup profile region
25 Days Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
25 Days Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
25 Days Ago
moved most of HitTest generation to a transform job
25 Days Ago
further batched projectile improvemenets - jobified position/rotation writeback, 10x faster - adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements Tests: all projectile tests passing
25 Days Ago
merge from main
26 Days Ago
cleanup
26 Days Ago
server compile fix
26 Days Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
30 Days Ago
missing return
30 Days Ago
added batched water tracing and various supporting features - GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually - NativeArray/NativeList expansion can optionally use power of two expansion - Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now - Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
32 Days Ago
fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
32 Days Ago
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
33 Days Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
33 Days Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
33 Days Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
33 Days Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
34 Days Ago
Added extra sanity checks to projectile consistency testing
34 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
34 Days Ago
clear static test field in pet-test teardown
37 Days Ago
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
37 Days Ago
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
38 Days Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
40 Days Ago
compile fix