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1,804 Commits over 822 Days - 0.09cph!

4 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
4 Months Ago
fixed wrong conditional
4 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
4 Months Ago
using HasSubscribers method instead of manual check
4 Months Ago
skip sending batched packets to groups with no subscribers
4 Months Ago
SimpleLight sends on/off flags through batched system
4 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
4 Months Ago
updated CodeAnalyzer - better perf
4 Months Ago
slapdash serialized property mismatch fixes
4 Months Ago
updated CodeAnalyzer.dll - better path exclusion
4 Months Ago
updated CodeAnalyzer.dll - catches mismatched serialized properties
4 Months Ago
cleanup rocket splash scenario prefab properly
4 Months Ago
merge from main
5 Months Ago
tertiary prefab variants for all remaining charms
5 Months Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
5 Months Ago
code support for tertiary charm prefab setup
5 Months Ago
set attachment anchor on C4 HeldEntity prefab
5 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
5 Months Ago
merge from main
5 Months Ago
merge from dont_bake_on_load
5 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
5 Months Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
5 Months Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
5 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
merge from playerboat_testfix
5 Months Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
5 Months Ago
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5 Months Ago
merge from fields_mismatch_cleanup
5 Months Ago
missing nonserialized attribute
5 Months 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
5 Months Ago
field dump ignores struct types that aren't serializable (false-positive)
5 Months Ago
better property mismatch logging
5 Months Ago
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
5 Months Ago
set useFlatBackCharm on viewmodels that need it
5 Months Ago
setup flatback variants for some other larger charms
5 Months 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
5 Months Ago
merge from main
5 Months Ago
post-merge compile fix
5 Months Ago
merge from main
5 Months Ago
merge from dragbyangle_rebalance2
5 Months Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
5 Months Ago
setup AK to use flatback charms, setup backpack with flatback variant
5 Months Ago
custom editor for attachments to help joint config
5 Months 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
5 Months Ago
merge from playerboat_droppeditem_parent_fix
5 Months Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
5 Months Ago
merge from dragbyangle_rebalance
5 Months Ago
merge from main
5 Months Ago
merge from playerboat_player_transfer_fix