branchrust_reboot/main/parallel_validatemovecancel

108 Commits over 31 Days - 0.15cph!

3 Days Ago
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
3 Days Ago
Merge: from main Tests: none, no conflicts
5 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
5 Days Ago
Update: Adding GamePhysics.CheckSpheres Tests: unit tests (next submit)
5 Days Ago
Merge: from main Tests: none, no conflicts
5 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
8 Days Ago
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros Tests: unit tests
8 Days Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
8 Days Ago
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9 Days Ago
Bugfix: ServerDemoPlayer - skip trying to spawn invalid prefabs from the server demo stream Tests: played back server demo
9 Days Ago
Update: make ServerDemoPlayer complient with recent Protobuf changes Tests: played back a staging server demo
9 Days Ago
Merge: from main Tests: none, no conflicts
11 Days Ago
Clean: remove minor TODOs - append Job to the last burst job without it - Replace .Add with AddNoResize Tests: uni tests
11 Days Ago
Merge: from main Tests: none, no conflicts
11 Days Ago
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11 Days Ago
Clean: fixing various whitespace issues and unused "using" statements Tests: compiles in editor
11 Days Ago
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11 Days Ago
Merge: from main Tests: ran unit tests
11 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
11 Days Ago
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11 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
11 Days Ago
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11 Days Ago
Clean: remove unused NativeList Tests: none, trivial change
11 Days Ago
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11 Days Ago
Clean: removing dead code Tests: compiles
11 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
11 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
12 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
12 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
12 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
12 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
12 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
12 Days Ago
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12 Days Ago
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12 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
12 Days Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
12 Days Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
12 Days Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
12 Days Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
12 Days Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
12 Days Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
12 Days Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
12 Days Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
12 Days Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests