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1,517 Commits over 730 Days - 0.09cph!

18 Days Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
18 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
18 Days Ago
handling max-triangles length properly
18 Days Ago
small fixes
18 Days Ago
codegen
18 Days Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
18 Days Ago
convert sculpting controller to us InputSystem
18 Days Ago
merge fixes
18 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
23 Days Ago
compile fix
24 Days Ago
merge from playerboat_beached_flipping_fix
24 Days Ago
better controlled lifting force with PlayerBoat unbeaching
26 Days Ago
adjusted torch BC controller position for better rotation adjustments
26 Days Ago
cherry pick 149555 - BC simulation frame delta fixes
26 Days Ago
BC pass on the industrial torch VM
31 Days Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
31 Days Ago
31 Days Ago
compile fix
31 Days Ago
set serialized version as well
31 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
31 Days Ago
initial tool
31 Days Ago
added /ProfilerCaptures to ignore.conf
34 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
34 Days Ago
merge from mismatched_serialized_analyzer
34 Days Ago
analyzer optim, takes approx 40% the time it did before
34 Days Ago
merge from main
34 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
34 Days Ago
last serialized field fix
34 Days Ago
merge from main
37 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
38 Days Ago
fixed wrong conditional
38 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
38 Days Ago
using HasSubscribers method instead of manual check
38 Days Ago
skip sending batched packets to groups with no subscribers
38 Days Ago
SimpleLight sends on/off flags through batched system
38 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
41 Days Ago
updated CodeAnalyzer - better perf
41 Days Ago
slapdash serialized property mismatch fixes
41 Days Ago
updated CodeAnalyzer.dll - better path exclusion
41 Days Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
44 Days Ago
cleanup rocket splash scenario prefab properly
44 Days Ago
merge from main
45 Days Ago
tertiary prefab variants for all remaining charms
45 Days Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
45 Days Ago
code support for tertiary charm prefab setup
46 Days Ago
set attachment anchor on C4 HeldEntity prefab
46 Days 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
46 Days Ago
merge from main
47 Days Ago
merge from dont_bake_on_load
47 Days 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