branchrust_reboot/main/projectile_jobscancel

155 Commits over 30 Days - 0.22cph!

3 Months Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
3 Months Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
3 Months Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
3 Months Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
3 Months Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
3 Months Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
3 Months Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
3 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
3 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
3 Months Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
3 Months Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
3 Months Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
3 Months Ago
Added extra sanity checks to projectile consistency testing
3 Months Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
3 Months Ago
added missing effects update on batched projectiles and retiring into the prefab pool
3 Months Ago
clear static test field in pet-test teardown
3 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
3 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
3 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
3 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
3 Months Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
3 Months Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
3 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
3 Months Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
3 Months Ago
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
3 Months Ago
Update: GamePhysics tests - move box grid creation to individual tests Avoids polluting the world for other tests(problem for LineOfSightBatched) Tests: ran the updated unit tests
3 Months Ago
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
3 Months Ago
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
3 Months Ago
Update: TestTraceAll - don't spawn Terrain boxes We already have terrain at the bottom of the ocean Tests: ran TestTraceAll
3 Months Ago
Tests: new GamePhysics tests - TestLineOfSight - Also making craggy loading in unit test stable by applying same fixes from Test.Projectile No batched variant as we haven't implemented it yet Tests: ran the new unit tests
3 Months Ago
Tests: new GameTrace tests - TestsTraceAll and TestsTraceAllBatched TestTraceAllBatched is currently failing, as it's wip Tests: ran new unit tests
4 Months Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
4 Months Ago
Update: projectile perf test Tests: ran the perf test
4 Months Ago
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests It was colliding with a non-namespace WaterLevel and causing a headache Tests: editor build in C+S
4 Months Ago
Update: refactor TestConsistency and make it cover a larger area - increased proj velocity, as it was possible for proj to start inside the shield, breaking validation Tests: ran unit test
4 Months Ago
Update: TestConsistency now validates repl projectiles as well Test: ran the unit test
4 Months Ago
Update: TestConsistency now passes - validates auth proj hit their players/shields - added utility that helps revalidate projectile hit and get more info (auth only for now) Need to expand to re-validate non-auth hits Tests: ran projectile consistency test
4 Months Ago
Update: wip fixing the consistency test - fix invalid tracking of on which frame a hit is expected - extra validation code to confirm hits to expected players - revealed missmatches Need to redo how I setup the players to avoid random overlapping Tests: ran the test
4 Months Ago
Update(wip): new comprehensive projectile test on craggy - spawns a bunch of players on craggy and drops projectiles on them Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow Tests: ran unit tests
4 Months Ago
Update: projectile tests against players with shields Test: ran new unit tests
4 Months Ago
Update: rewrite TestProjectileWater to attempt to hit a player in water Tests: ran new TestProjectileWater - pass all
4 Months Ago
Update: extract all miss cases from projectile tests into separate case It takes the same path internally, so no point in rerunning the same test case Tests: ran all proj tests - pass
4 Months Ago
compile fix
4 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
4 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
4 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
4 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
4 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
4 Months Ago
Clean: minor comment fix Tests: none, trivial change
4 Months Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests