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1,834 Commits over 852 Days - 0.09cph!

4 Months Ago
merge from main
4 Months Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
4 Months Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
4 Months Ago
handling max-triangles length properly
4 Months Ago
small fixes
4 Months Ago
codegen
4 Months Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
4 Months Ago
convert sculpting controller to us InputSystem
4 Months Ago
merge fixes
4 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
5 Months Ago
adjusted torch BC controller position for better rotation adjustments
5 Months Ago
cherry pick 149555 - BC simulation frame delta fixes
5 Months Ago
BC pass on the industrial torch VM
5 Months Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
5 Months Ago
5 Months Ago
compile fix
5 Months Ago
set serialized version as well
5 Months Ago
tool just injects the property into the .unity file instead of opening and saving it
5 Months Ago
initial tool
5 Months Ago
added /ProfilerCaptures to ignore.conf
5 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
5 Months Ago
merge from mismatched_serialized_analyzer
5 Months Ago
analyzer optim, takes approx 40% the time it did before
5 Months Ago
merge from main
5 Months Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
5 Months Ago
last serialized field fix
5 Months Ago
merge from main
5 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
5 Months Ago
fixed wrong conditional
5 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
5 Months Ago
using HasSubscribers method instead of manual check
5 Months Ago
skip sending batched packets to groups with no subscribers
5 Months Ago
SimpleLight sends on/off flags through batched system
5 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
5 Months Ago
updated CodeAnalyzer - better perf
5 Months Ago
slapdash serialized property mismatch fixes
5 Months Ago
updated CodeAnalyzer.dll - better path exclusion
5 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
5 Months Ago
cleanup rocket splash scenario prefab properly
5 Months Ago
merge from main
5 Months Ago
tertiary prefab variants for all remaining charms
5 Months Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
5 Months Ago
code support for tertiary charm prefab setup
5 Months Ago
set attachment anchor on C4 HeldEntity prefab
5 Months Ago
disable BC on charms when aiming with the homing launcher as the gun moves 100 units away and there's not really an easy way to manage it otherwise
5 Months Ago
merge from main
5 Months Ago
merge from dont_bake_on_load