248,730 Commits over 3,959 Days - 2.62cph!
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
Adjustments to line-up scene. Added char10 assets.
Missing explosives boxes.
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.
Camera v3: sketched more basic functionalities
Removing TestFixedArray lines in Unit+Senses
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
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Entity destruction tweaks
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Added debug print to OnSmartObjectRemovedSenses.
More complex testing of Fixed Array.
Added a Test scene for FixedArrays.
Some touchups to FixedArray
status console command should never crash
First OOM exception also has the OOM tag set
Dump contains number of batched colliders
Added batching.status console command
Reduced the cost, increased the health of roof blocks
Network++
Deserialize protobuffers using streams (gc--)
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor