111,622 Commits over 3,928 Days - 1.18cph!
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
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.