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1,519 Commits over 730 Days - 0.09cph!

19 Days Ago
fixed sculptures requesting and loading sculpt data twice on load
19 Days Ago
merge from main
20 Days Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
20 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
20 Days Ago
handling max-triangles length properly
20 Days Ago
small fixes
20 Days Ago
codegen
20 Days Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
20 Days Ago
convert sculpting controller to us InputSystem
20 Days Ago
merge fixes
20 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
25 Days Ago
compile fix
26 Days Ago
merge from playerboat_beached_flipping_fix
26 Days Ago
better controlled lifting force with PlayerBoat unbeaching
28 Days Ago
adjusted torch BC controller position for better rotation adjustments
28 Days Ago
cherry pick 149555 - BC simulation frame delta fixes
28 Days Ago
BC pass on the industrial torch VM
33 Days Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
33 Days Ago
33 Days Ago
compile fix
33 Days Ago
set serialized version as well
33 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
33 Days Ago
initial tool
33 Days Ago
added /ProfilerCaptures to ignore.conf
36 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
36 Days Ago
merge from mismatched_serialized_analyzer
36 Days Ago
analyzer optim, takes approx 40% the time it did before
36 Days Ago
merge from main
36 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
36 Days Ago
last serialized field fix
36 Days Ago
merge from main
39 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
40 Days Ago
fixed wrong conditional
40 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
40 Days Ago
using HasSubscribers method instead of manual check
40 Days Ago
skip sending batched packets to groups with no subscribers
40 Days Ago
SimpleLight sends on/off flags through batched system
40 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
43 Days Ago
updated CodeAnalyzer - better perf
43 Days Ago
slapdash serialized property mismatch fixes
43 Days Ago
updated CodeAnalyzer.dll - better path exclusion
43 Days Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
46 Days Ago
cleanup rocket splash scenario prefab properly
46 Days Ago
merge from main
47 Days Ago
tertiary prefab variants for all remaining charms
47 Days Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
47 Days Ago
code support for tertiary charm prefab setup
48 Days Ago
set attachment anchor on C4 HeldEntity prefab
48 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
48 Days Ago
merge from main