193,509 Commits over 4,079 Days - 1.98cph!
* Fixed TF2 .nav files crashing the game on load
* Fixed GetSaveTable() not properly handling some entities
* Made the "DirectX Out of Date" message open the Support webpage
More pooling + slow warnings
Clientside ItemCommand mixups
ObjectList, a garbage free params[]
RPC calls use ObjectList
ObjectList, a garbage free params[]
RPC calls use ObjectList
More warnings and pooling
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More warnings and pooling
More useful time warnings
Added PrefabPool and set some things up in GameManager
Extension method / utility class cleanup
FOR FUCK SAKE factory prefab
!u factory model (curvature tweak)
!A new test room prefab
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)
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
More pooling, more time warnings
Save/Load streaming
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
Eradicated System.BitConverter usage
TimeWarning pooling
Disabled CommandBufferManager on server
Removed automatic serve
Fixed unresponsive AI
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
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
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
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
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