200,687 Commits over 4,171 Days - 2.00cph!
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Rocket Launcher - fixed snapping when going to ironsight, added dryfire sounds
Hammer - smoothed out anim speeds
Bow - Made viewable again, fixed popping on drawn idle loop, improved transition when cancelling arrows
Removing TestFixedArray lines in Unit+Senses
Camera v3: sketched more basic functionalities
Extended the bush billboard range so that they don't disappear so soon at the lowest settings. Savas: Can no longer build right on top of the construction hut. C4 hut has faster respawn.
Missing explosives boxes.
Adjustments to line-up scene. Added char10 assets.
Added server.pool, client.pool
Fixed ragdoll spazzy
Fixed player animation weirdness
Added Facepunch.ByteConvert (convert bytes <-->vars without allocations)
Protobuffers MemoryStream allocations are pooled
Protobuffers use Facepunch.ByteConvert instead of allocating BinaryWriters
Protobuffer Key class switched to a struct
Clear the pool after loading a save
Added server.poolclear, client.poolclear
Network write implements a generic stream
Network entities via steam instead of creating bytes
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
Beacon & f1 grenades - Added hold state & anim while aiming so you dont look like a mannequin
SMG - dryfire fix
Salvaged sword - fixed snapping on hit reactions
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
Removed automatic serve
Fixed unresponsive AI
TimeWarning pooling
Disabled CommandBufferManager on server
Eradicated System.BitConverter usage
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
More pooling, more time warnings
Save/Load streaming
Minimized .ToProtoBytes() usage
Fixed server info throttle not working
Added common interface for protobuffer created classes
Remove unused code from BaseNetworkable
Removed (slow) debug code in SpawnNewPlayer
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)
FOR FUCK SAKE factory prefab
!u factory model (curvature tweak)
!A new test room prefab
Extension method / utility class cleanup
Added PrefabPool and set some things up in GameManager
More useful time warnings
More warnings and pooling
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More warnings and pooling
ObjectList, a garbage free params[]
RPC calls use ObjectList