108,634 Commits over 3,867 Days - 1.17cph!
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
Building doors animations, models and prefab refactoring
Texture edits to armored door
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Fixed LODBatch corruption on pooled objects
Clients don't know if other players are admins/developers
Highlight exceptions in server console
MetalOre slash impact FX created.
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed NRE on server start (maybe)
TrimExcess on network queue
material tweaks/blend mask armored metal
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
Adjusted hatch height on stonegate model
Fixed stability neighbour refreshes
Replaced the poolallocator script because I didn't realise it existed, I'm a dick, sorry andre
Added client "sv" console command, runs command on server
Don't try to pool objects when quitting
Don't try to pool objects that have alrady been destroyed by someone else
Group effects without parent in the editor
Pool prefab instantiates of effects, decals and dynamic decor
removing previous models before re-factoring
More pooling + slow warnings
Clientside ItemCommand mixups
ObjectList, a garbage free params[]
RPC calls use ObjectList
More warnings and pooling
More warnings and pooling
More useful time warnings
Added PrefabPool and set some things up in GameManager
Extension method / utility class cleanup