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42 Commits over 30 Days - 0.06cph!

1 Year Ago
handle null localplayer properly for demo playback
1 Year Ago
merge from main
1 Year 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
1 Year Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
1 Year Ago
server/none compile fix
1 Year Ago
cleaning up projectile TransformAccessArray properly
1 Year Ago
enabled batched projectiles by default
1 Year Ago
reduce initial capacity of the projectile stable index cache
1 Year Ago
removed BatchedWaterRays option and disabled codepath
1 Year Ago
corrected profile region name
1 Year 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
1 Year Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
1 Year 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
1 Year 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
1 Year Ago
clarified water trace setup
1 Year 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
1 Year Ago
fix server compile
1 Year Ago
clear benchmark timers after recording results, stops accumulating time between runs
1 Year Ago
cleanup profile region
1 Year Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
1 Year Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
1 Year Ago
moved most of HitTest generation to a transform job
1 Year 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
1 Year Ago
merge from main
1 Year Ago
cleanup
1 Year Ago
server compile fix
1 Year 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
1 Year Ago
missing return
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
1 Year Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
1 Year Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
1 Year 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
1 Year Ago
Added extra sanity checks to projectile consistency testing
1 Year Ago
added missing effects update on batched projectiles and retiring into the prefab pool
1 Year Ago
clear static test field in pet-test teardown
1 Year 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)
1 Year 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
1 Year 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
1 Year Ago
compile fix