115,064 Commits over 3,959 Days - 1.21cph!
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--)
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
No using System.Collections.Concurrent
Run GC before the loading screen disappears (join, respawn)
Protobuffer CodeGenerator update
Profile PlayerLoot.SendUpdate()
Fix looting corpses from any distance
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Pool allocator clear resets allocation counters
Pool allocator improvements
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Batch all colliders after loading a save
Unity 5.2.1f1 https://unity3d.com/get-unity/update
snow, dirt, sand decals and impact FXs.
Reenable child collider when it leaves a collider batch
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Snow and Sand decals and impact FX's
Added proper AI obstacles to building pieces
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
GameTrace samples terrain splat materials
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace resolves batched colliders
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)