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1,607 Commits over 730 Days - 0.09cph!

25 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
25 Days Ago
last serialized field fix
25 Days Ago
merge from main
27 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
29 Days Ago
fixed wrong conditional
29 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
29 Days Ago
using HasSubscribers method instead of manual check
29 Days Ago
skip sending batched packets to groups with no subscribers
29 Days Ago
SimpleLight sends on/off flags through batched system
29 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
32 Days Ago
updated CodeAnalyzer - better perf
32 Days Ago
slapdash serialized property mismatch fixes
32 Days Ago
updated CodeAnalyzer.dll - better path exclusion
32 Days Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
35 Days Ago
cleanup rocket splash scenario prefab properly
35 Days Ago
merge from main
36 Days Ago
tertiary prefab variants for all remaining charms
36 Days Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
36 Days Ago
code support for tertiary charm prefab setup
37 Days Ago
set attachment anchor on C4 HeldEntity prefab
37 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
37 Days Ago
merge from main
38 Days Ago
merge from dont_bake_on_load
38 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
38 Days Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
43 Days Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
43 Days Ago
merge from main
43 Days Ago
merge from main
44 Days Ago
merge from playerboat_testfix
44 Days Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
44 Days Ago
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44 Days Ago
merge from fields_mismatch_cleanup
44 Days Ago
missing nonserialized attribute
44 Days 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
44 Days Ago
field dump ignores struct types that aren't serializable (false-positive)
44 Days Ago
better property mismatch logging
46 Days Ago
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
50 Days Ago
set useFlatBackCharm on viewmodels that need it
50 Days Ago
setup flatback variants for some other larger charms
50 Days Ago
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
50 Days Ago
merge from main
51 Days Ago
post-merge compile fix
51 Days Ago
merge from main
51 Days Ago
merge from dragbyangle_rebalance2
51 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
52 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
52 Days Ago
custom editor for attachments to help joint config
52 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
53 Days Ago
merge from playerboat_droppeditem_parent_fix
53 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed