branchrust_reboot/main/projectile_jobscancel

155 Commits over 30 Days - 0.22cph!

17 Days Ago
handle null localplayer properly for demo playback
17 Days Ago
merge from main
17 Days 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
18 Days Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
18 Days Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
18 Days Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
18 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
18 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
18 Days Ago
server/none compile fix
18 Days Ago
cleaning up projectile TransformAccessArray properly
18 Days Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
18 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
18 Days Ago
enabled batched projectiles by default
19 Days Ago
Bugfix: BaseRaidBench - local player now rotates properly Tests: ran the scene
19 Days Ago
Bugfix: BaseRaidBench - local player now spawns on the spawn marker Looks in the wrong direction - will fix next Tests: ran the scene
19 Days Ago
Update: BaseRaidBench - add a run that spawns base and players in it under attack - Removed baseRaid5 and baseRaid25 Local player spawns/teleports to the wrong position - will fix next. Tests: ran the scene locally
19 Days Ago
reduce initial capacity of the projectile stable index cache
19 Days Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
19 Days Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
19 Days Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
19 Days Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
19 Days Ago
removed BatchedWaterRays option and disabled codepath
19 Days Ago
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
19 Days Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
19 Days Ago
corrected profile region name
19 Days 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
19 Days Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
19 Days 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
19 Days 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
20 Days Ago
Update: BaseRaidBench - move BenchmarkUpdate to Update Hopefully will avoid confusion on why we have multiple update methods Tests: ran the scene
20 Days Ago
Update: promote hack to fix - expanded the explanation a bit further why it should stay Tests: none, trivial change
20 Days Ago
Hack: workaround for the BurstClothManager NRE - clean the run in Update Will fix the burst cloth related prefabs in a separate branch. Tests: ran the benchmark - no more NREs
23 Days Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
23 Days Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene
23 Days Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
23 Days Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
23 Days Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
23 Days Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
23 Days Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
23 Days Ago
clarified water trace setup
23 Days 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
23 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
23 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
23 Days Ago
fix server compile
23 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
24 Days Ago
Update: BaseRaidBench - output avg projectiles per frame Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average) Tests: ran the scene
24 Days Ago
Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor
24 Days Ago
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene
24 Days Ago
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor - Done via temporarily shutting down steam connection Tests: opened the scen from the demo after running the benchmark
24 Days Ago
Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene