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1,625 Commits over 760 Days - 0.09cph!

55 Days Ago
reverted boat unbeaching change
56 Days Ago
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
56 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
56 Days Ago
replaced crc RPC-synced value with SyncVar, much cleaner
56 Days Ago
parallel censor application by-slice using concurrent NativeStream readers
56 Days Ago
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
56 Days Ago
fixed sculptures requesting and loading sculpt data twice on load
56 Days Ago
merge from main
57 Days Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
57 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
57 Days Ago
handling max-triangles length properly
57 Days Ago
small fixes
57 Days Ago
codegen
57 Days Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
57 Days Ago
convert sculpting controller to us InputSystem
57 Days Ago
merge fixes
57 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
2 Months Ago
compile fix
2 Months Ago
merge from playerboat_beached_flipping_fix
2 Months Ago
better controlled lifting force with PlayerBoat unbeaching
2 Months Ago
adjusted torch BC controller position for better rotation adjustments
2 Months Ago
cherry pick 149555 - BC simulation frame delta fixes
2 Months Ago
BC pass on the industrial torch VM
2 Months Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
2 Months Ago
2 Months Ago
compile fix
2 Months Ago
set serialized version as well
2 Months Ago
tool just injects the property into the .unity file instead of opening and saving it
2 Months Ago
initial tool
2 Months Ago
added /ProfilerCaptures to ignore.conf
2 Months 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
2 Months Ago
merge from mismatched_serialized_analyzer
2 Months Ago
analyzer optim, takes approx 40% the time it did before
2 Months Ago
merge from main
2 Months Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
2 Months Ago
last serialized field fix
2 Months Ago
merge from main
3 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
3 Months Ago
fixed wrong conditional
3 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
3 Months Ago
using HasSubscribers method instead of manual check
3 Months Ago
skip sending batched packets to groups with no subscribers
3 Months Ago
SimpleLight sends on/off flags through batched system
3 Months 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
3 Months Ago
updated CodeAnalyzer - better perf
3 Months Ago
slapdash serialized property mismatch fixes
3 Months Ago
updated CodeAnalyzer.dll - better path exclusion
3 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
3 Months Ago
cleanup rocket splash scenario prefab properly
3 Months Ago
merge from main