branchrust_reboot/main/baseplayer_serverupdateparallel/occlusion_reworkcancel

9 Commits over 31 Days - 0.01cph!

24 Minutes Ago
Update: work-in-progress task splitting for server's occlusion checks Rewrote the high level code to be able to run PlayerFound/Lost in batches on worker threads - need to confirm if it's legal Tests: none
3 Hours Ago
Update: reimplement how occlusion treats overrides - this is a reimplementation of 118512 Allows to further simplify OcclusionLineOfSight code - enables removal of OcclusionPlayerFound/Lost Tests: on craggy with 2 players, ran behind the hill, disappeared, turned on occlusion override - player appeared
5 Hours Ago
Update: plug in batched occlusion logic - fix early-disposed container Need to figure out how to factor out the OnPlayerFound/Lost, but getting close Tests: 2p on craggy in editor - walked behind the mountain and disappeared
Today
Update: plug in new batched server occlusion job Tests: none, need to hook up the calling code
Today
Update: extract algorithm from ServerOcclusionJobs.CalculatePathBetweenGridsJob Tests: inspected asssembly
Today
Update: batched OcclusionLineOfsight skeleton Tests: none, not engaged yet
Today
Update: refactor server occlusion job to take out grid definition Prep for adding a batch version Tests: on craggy in editor with 2 players, ran behind the hill and got despawned
Today
Update: refactor occlusion loop to be friendly for batching Need to simplify BasePlayer.OcclusionLineOfSight before I can start working on batched job Tests: none, no functional changes for now
Yesterday
UPdate: move serverocclusion caching logic a level higher Goal is to get rid of OcclusionPlayerFound/Lost in the query, so this is first baby step Tests: none, trivial change