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1,592 Commits over 730 Days - 0.09cph!

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