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1,524 Commits over 730 Days - 0.09cph!

20 Days Ago
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
20 Days Ago
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
20 Days Ago
replaced crc RPC-synced value with SyncVar, much cleaner
20 Days Ago
parallel censor application by-slice using concurrent NativeStream readers
21 Days Ago
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
21 Days Ago
fixed sculptures requesting and loading sculpt data twice on load
21 Days Ago
merge from main
21 Days Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
21 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
21 Days Ago
handling max-triangles length properly
21 Days Ago
small fixes
21 Days Ago
codegen
21 Days Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
21 Days Ago
convert sculpting controller to us InputSystem
22 Days Ago
merge fixes
22 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
27 Days Ago
compile fix
28 Days Ago
merge from playerboat_beached_flipping_fix
28 Days Ago
better controlled lifting force with PlayerBoat unbeaching
29 Days Ago
adjusted torch BC controller position for better rotation adjustments
29 Days Ago
cherry pick 149555 - BC simulation frame delta fixes
29 Days Ago
BC pass on the industrial torch VM
35 Days Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
35 Days Ago
35 Days Ago
compile fix
35 Days Ago
set serialized version as well
35 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
35 Days Ago
initial tool
35 Days Ago
added /ProfilerCaptures to ignore.conf
37 Days Ago
reduced physics log level from "verbose" (the default) to "default" (which isn't the default) - also disable OnTriggerStay event generation because we don't use it and shouldn't
37 Days Ago
merge from mismatched_serialized_analyzer
37 Days Ago
analyzer optim, takes approx 40% the time it did before
38 Days Ago
merge from main
38 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
38 Days Ago
last serialized field fix
38 Days Ago
merge from main
40 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
41 Days Ago
fixed wrong conditional
41 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
41 Days Ago
using HasSubscribers method instead of manual check
41 Days Ago
skip sending batched packets to groups with no subscribers
41 Days Ago
SimpleLight sends on/off flags through batched system
41 Days Ago
added BatchedEntityFlags packet type - allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets - test setup with 2000 lights goes from 26ms to <2ms on the server
44 Days Ago
updated CodeAnalyzer - better perf
45 Days Ago
slapdash serialized property mismatch fixes
45 Days Ago
updated CodeAnalyzer.dll - better path exclusion
45 Days Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
47 Days Ago
cleanup rocket splash scenario prefab properly
47 Days Ago
merge from main
48 Days Ago
tertiary prefab variants for all remaining charms