sbt is a build tool for Scala, Java, and other JVM languages. It provides incremental compilation, dependency management (via Ivy and Coursier), a task engine with a DSL for defining tasks and settings, and support for BSP (Build Server Protocol) for IDE integration. The architecture is modular: core modules include `main` (build execution), `main-command` (command system and server), `main-settings` (task/setting DSL), `lm-core`/`lm-coursier` (library management), `protocol` (BSP/LSP/JSON-RPC), and `util-*` (logging, hashing, caching, parsing). Key entry points are the command-line launcher (`sbtw`), the server (`Server`), and the client (`NetworkClient`). Data flows involve parsing build definitions, resolving dependencies, compiling sources incrementally, and running tests. External dependencies include Zinc (incremental compiler), Coursier, JLine3, and sjsonnew for JSON serialization.
This repository implements a Build Server Protocol (BSP) server that integrates Xcode builds with language servers like sourcekit-lsp. It parses Xcode build logs (either from IDE builds or xcodebuild) to extract compiler flags and serves them via BSP to provide accurate code completion, navigation, and other language features for Swift, C, C++, Objective-C, and Objective-C++ projects. The server operates in two modes: 'xcode' mode automatically monitors build logs via a post-build script or file watching, and 'manual' mode processes build logs on demand. Key components include a robust compilation database handler, a parser for Xcode's proprietary xcactivitylog binary format, and a log parser that handles various Xcode build output formats. The project is actively maintained with recent commits and shows no significant technical debt.
RealtimeCSG is a real-time constructive solid geometry (CSG) level design tool for Unity. It operates exclusively as an Editor extension, providing non-destructive boolean operations on brushes (box, sphere, cylinder, stairs, free-draw) with immediate visual feedback in the Scene view. The architecture is manager-driven: `InternalCSGModelManager` orchestrates hierarchy updates, mesh generation, and caching, while a native C++ DLL handles performance-critical CSG calculations. The tool offers multiple edit modes (Generate, Edit, Clip, Place, Surface) each with custom scene tools, handles, and inspector GUIs. It supports material assignment, UV editing, export to FBX or Unity prefab, and includes a full half-edge mesh representation (`ControlMesh`) for local mesh editing (vertex/edge/polygon). The codebase heavily relies on Unity Editor APIs, reflection to access internal Unity systems, and conditionals for cross-version compatibility. It is a production-grade, feature-rich tool used in game development workflows, though the closed-source native core and editor-only architecture limit runtime usage and cross-platform deployment.