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1,793 Commits over 822 Days - 0.09cph!

3 Months Ago
merge from forcemode_fixes
3 Months Ago
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
3 Months Ago
reverted boat unbeaching change
3 Months Ago
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
3 Months 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
3 Months Ago
replaced crc RPC-synced value with SyncVar, much cleaner
3 Months Ago
parallel censor application by-slice using concurrent NativeStream readers
3 Months Ago
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
3 Months Ago
fixed sculptures requesting and loading sculpt data twice on load
3 Months Ago
merge from main
3 Months Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
3 Months Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
3 Months Ago
handling max-triangles length properly
3 Months Ago
small fixes
3 Months Ago
codegen
3 Months Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
3 Months Ago
convert sculpting controller to us InputSystem
3 Months Ago
merge fixes
3 Months Ago
merge from christmas2025_DLC/ice_sculptures for code changes
4 Months Ago
compile fix
4 Months Ago
merge from playerboat_beached_flipping_fix
4 Months Ago
better controlled lifting force with PlayerBoat unbeaching
4 Months Ago
adjusted torch BC controller position for better rotation adjustments
4 Months Ago
cherry pick 149555 - BC simulation frame delta fixes
4 Months Ago
BC pass on the industrial torch VM
4 Months Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
4 Months Ago
4 Months Ago
compile fix
4 Months Ago
set serialized version as well
4 Months Ago
tool just injects the property into the .unity file instead of opening and saving it
4 Months Ago
initial tool
4 Months Ago
added /ProfilerCaptures to ignore.conf
4 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
4 Months Ago
merge from mismatched_serialized_analyzer
4 Months Ago
analyzer optim, takes approx 40% the time it did before
4 Months Ago
merge from main
4 Months Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
4 Months Ago
last serialized field fix
4 Months Ago
merge from main
4 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
4 Months Ago
fixed wrong conditional
4 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
4 Months Ago
using HasSubscribers method instead of manual check
4 Months Ago
skip sending batched packets to groups with no subscribers
4 Months Ago
SimpleLight sends on/off flags through batched system
4 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
4 Months Ago
updated CodeAnalyzer - better perf
4 Months Ago
slapdash serialized property mismatch fixes
4 Months Ago
updated CodeAnalyzer.dll - better path exclusion
4 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties