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1,873 Commits over 883 Days - 0.09cph!

5 Months Ago
merge from playerboat_beached_flipping_fix
5 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
6 Months Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
6 Months Ago
6 Months Ago
compile fix
6 Months Ago
set serialized version as well
6 Months Ago
tool just injects the property into the .unity file instead of opening and saving it
6 Months Ago
initial tool
6 Months Ago
added /ProfilerCaptures to ignore.conf
6 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
6 Months Ago
merge from mismatched_serialized_analyzer
6 Months Ago
analyzer optim, takes approx 40% the time it did before
6 Months Ago
merge from main
6 Months Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
6 Months Ago
last serialized field fix
6 Months Ago
merge from main
6 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
6 Months Ago
fixed wrong conditional
6 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
6 Months Ago
using HasSubscribers method instead of manual check
6 Months Ago
skip sending batched packets to groups with no subscribers
6 Months Ago
SimpleLight sends on/off flags through batched system
6 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
6 Months Ago
updated CodeAnalyzer - better perf
6 Months Ago
slapdash serialized property mismatch fixes
6 Months Ago
updated CodeAnalyzer.dll - better path exclusion
6 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
6 Months Ago
cleanup rocket splash scenario prefab properly
6 Months Ago
merge from main
6 Months Ago
tertiary prefab variants for all remaining charms
6 Months Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
6 Months Ago
code support for tertiary charm prefab setup
6 Months Ago
set attachment anchor on C4 HeldEntity prefab
6 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
6 Months Ago
merge from main
6 Months Ago
merge from dont_bake_on_load
6 Months Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
6 Months Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
6 Months Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
6 Months Ago
merge from main
6 Months Ago
merge from main
6 Months Ago
merge from playerboat_testfix
6 Months Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
6 Months Ago
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6 Months Ago
merge from fields_mismatch_cleanup
6 Months Ago
missing nonserialized attribute
6 Months Ago
fixed all mismatched serialized properties - almost all should've been C# properties as we don't actually serialize any data for them - some needed moving out of ifdef scope and wrapping with warning disable