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1,566 Commits over 760 Days - 0.09cph!

43 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
43 Days Ago
handling max-triangles length properly
43 Days Ago
small fixes
43 Days Ago
codegen
43 Days Ago
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
43 Days Ago
convert sculpting controller to us InputSystem
43 Days Ago
merge fixes
43 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
48 Days Ago
compile fix
49 Days Ago
merge from playerboat_beached_flipping_fix
49 Days Ago
better controlled lifting force with PlayerBoat unbeaching
51 Days Ago
adjusted torch BC controller position for better rotation adjustments
51 Days Ago
cherry pick 149555 - BC simulation frame delta fixes
51 Days Ago
BC pass on the industrial torch VM
56 Days Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
56 Days Ago
56 Days Ago
compile fix
56 Days Ago
set serialized version as well
56 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
56 Days Ago
initial tool
56 Days Ago
added /ProfilerCaptures to ignore.conf
59 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
59 Days Ago
merge from mismatched_serialized_analyzer
59 Days Ago
analyzer optim, takes approx 40% the time it did before
59 Days Ago
merge from main
59 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
59 Days Ago
last serialized field fix
59 Days Ago
merge from main
2 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
2 Months Ago
fixed wrong conditional
2 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
2 Months Ago
using HasSubscribers method instead of manual check
2 Months Ago
skip sending batched packets to groups with no subscribers
2 Months Ago
SimpleLight sends on/off flags through batched system
2 Months 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
2 Months Ago
updated CodeAnalyzer - better perf
2 Months Ago
slapdash serialized property mismatch fixes
2 Months Ago
updated CodeAnalyzer.dll - better path exclusion
2 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
2 Months Ago
cleanup rocket splash scenario prefab properly
2 Months Ago
merge from main
2 Months Ago
tertiary prefab variants for all remaining charms
2 Months Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
2 Months Ago
code support for tertiary charm prefab setup
2 Months Ago
set attachment anchor on C4 HeldEntity prefab
2 Months 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
2 Months Ago
merge from main
2 Months Ago
merge from dont_bake_on_load
2 Months 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
2 Months Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally