userJarryd Campicancel

12,954 Commits over 2,345 Days - 0.23cph!

1 Hour Ago
Merge from naval_update
1 Hour Ago
Make cooking tests editor only for now
1 Hour Ago
Merge from naval_update
1 Hour Ago
Industrial NRE checks
2 Hours Ago
Update tests to better reflect new update flow
3 Hours Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
4 Hours Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
4 Hours Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
Today
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
Today
Basic cooking tests, checks smelting ore and cooking food on all ovens
Today
Merge from naval_update
Today
Fixed tutorial island error
Yesterday
Merge from naval_update
Yesterday
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea This solves footstep sounds and impact fx on the deep sea islands not working as expected Had to emulate the SetupSplatLookup process from TerrainSplatMap This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx S2P all islands
Yesterday
Fixed GroundWatch not working on small ramps
Yesterday
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
4 Days Ago
Merge from naval_update
4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update/industrial_optim
4 Days Ago
Formatting fixes
4 Days Ago
Rework buffer transfers, all tests now pass
4 Days Ago
Fixed a bunch of tests, buffer transfers still failing
4 Days Ago
Merge from naval_update
4 Days Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
5 Days Ago
Profiling
5 Days Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
5 Days Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
5 Days Ago
Fixed some allocations
5 Days Ago
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
6 Days Ago
Wrapped the new time tracking in editor defines
6 Days Ago
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
6 Days Ago
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
6 Days Ago
Merge from main
7 Days Ago
Fix GetUnmountedWaterFactor NRE
7 Days Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
7 Days Ago
Merge from naval_update
7 Days Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
7 Days Ago
Merge from main
7 Days Ago
Merge from naval_update
7 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
7 Days Ago
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
7 Days Ago
Merge from relationship_optim
7 Days Ago
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
7 Days Ago
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
7 Days Ago
Merge from botcollider_optim
8 Days Ago
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
8 Days Ago
Merge from naval_update
8 Days Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
8 Days Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
8 Days Ago
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame