branchrust_reboot/main/parallel_validatemovecancel

118 Commits over 61 Days - 0.08cph!

2 Days Ago
Update: Another validity check for UsePlayerUpdateJobs - validates player counts between PlayerCache and activePlayerList Tests: played back server demo
2 Days Ago
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release - Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default) - ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected) Tests: played back server demo
2 Days Ago
Clean: fix formatting
2 Days Ago
Update: turn server.EmergencyDisablePlayerJobs const into a servervar Allows to run some extra validation Tests: editor compiles
2 Days Ago
Test: test case for missing player removal from PlayerCache Tests: ran the new unit test
2 Days Ago
Merge: from main
10 Days Ago
Optim: reduce physics casts scheduling overhead when using batches - Added a helper function that subdivides workloar across equal batches and potential for work stealing On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms. Tests: unit tets
10 Days Ago
Merge: from main
17 Days Ago
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17 Days Ago
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22 Days Ago
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
22 Days Ago
Merge: from main Tests: none, no conflicts
24 Days Ago
Tests: add GamePhysics.CheckShhere, CheckCapsule and related consistency tests Contains divergence cases that are constantly warned about - this is to document current behavior Tests: ran unit tests
24 Days Ago
Update: Adding GamePhysics.CheckSpheres Tests: unit tests (next submit)
24 Days Ago
Merge: from main Tests: none, no conflicts
24 Days Ago
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries - Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not - Added a couple comments to clarify things This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings Tests: unit tests + staging demo playback
27 Days Ago
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros Tests: unit tests
27 Days Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
27 Days Ago
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28 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
28 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
28 Days Ago
Merge: from main Tests: none, no conflicts
30 Days Ago
Clean: remove minor TODOs - append Job to the last burst job without it - Replace .Add with AddNoResize Tests: uni tests
30 Days Ago
Merge: from main Tests: none, no conflicts
30 Days Ago
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30 Days Ago
Clean: fixing various whitespace issues and unused "using" statements Tests: compiles in editor
30 Days Ago
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30 Days Ago
Merge: from main Tests: ran unit tests
30 Days Ago
Update: add profiling scopes to search-component parts of GamePhysics.CheckSphere<T> and CheckCapsule<T> This is a slow path if there are many terrain/water volumes being hit Tests: none
30 Days Ago
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30 Days Ago
Tests: GamePhysics tests now contain cases with both water and terrain ignore volumes This is kind of a bug fix, since it wasn't testing both paths, but ah well Tests: ran unit tests
30 Days Ago
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30 Days Ago
Clean: remove unused NativeList Tests: none, trivial change
30 Days Ago
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30 Days Ago
Clean: removing dead code Tests: compiles
30 Days Ago
Update: add GamePhysics.TraceSphere and TraceSphereUnordered - added GamePhysics.Sort(NativeArray...) - replaced some inline code with TraceSphere call Works the same as Trace(>0 radius) and TraceUnordered(>0 radius) Tests: unit tests + staging demo playback
30 Days Ago
Update: add GamePhysics.TraceRays and TraceRaysUnordered - works the same as Trace(0 radius) and TraceUnordered(0 radius) - Replaced some inlined code with a call to TraceRays Tests: ran unit tests
31 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
31 Days Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
31 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
31 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
31 Days Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
31 Days Ago
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