1,568 Commits over 699 Days - 0.09cph!
merge from dont_bake_on_load2
just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
set serialized version as well
tool just injects the property into the .unity file instead of opening and saving it
added /ProfilerCaptures to ignore.conf
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
merge from mismatched_serialized_analyzer
analyzer optim, takes approx 40% the time it did before
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
last serialized field fix
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
moved SendBufferedFlagChanges outside of circuit loop
using HasSubscribers method instead of manual check
skip sending batched packets to groups with no subscribers
SimpleLight sends on/off flags through batched system
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
updated CodeAnalyzer - better perf
slapdash serialized property mismatch fixes
updated CodeAnalyzer.dll - better path exclusion
updated CodeAnalyzer.dll - catches mismatched serialized properties
cleanup rocket splash scenario prefab properly
tertiary prefab variants for all remaining charms
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
code support for tertiary charm prefab setup
set attachment anchor on C4 HeldEntity prefab
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
merge from dont_bake_on_load
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
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
merge from playerboat_testfix
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
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merge from fields_mismatch_cleanup
missing nonserialized attribute
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
field dump ignores struct types that aren't serializable (false-positive)
better property mismatch logging
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
set useFlatBackCharm on viewmodels that need it
setup flatback variants for some other larger charms