30,783 Commits over 3,867 Days - 0.33cph!
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
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
Extension method / utility class cleanup
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
Eradicated System.BitConverter usage
TimeWarning pooling
Disabled CommandBufferManager on server
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
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.
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
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--)
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()