34,086 Commits over 4,171 Days - 0.34cph!
More pooling + slow warnings
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
Fixed stability neighbour refreshes
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
TrimExcess on network queue
Fixed NRE on server start (maybe)
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
MetalOre slash impact FX created.
Highlight exceptions in server console
Clients don't know if other players are admins/developers
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
WaterLevel.Test also works for zero bounds
Set the correct player entity bounds
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
"save 1" will wait for the save to finish
Enabled LOD components on cliff meshes
Got rid of NPC Option weird code
More fucking save bullshit
More fucking save bullshit
Signs gibs models/prefab update
Spears (stone/wood) gibs models/prefab update
Hacked around getting stuck on receiving data
Reduced GC in the grass and dynamic decor systems
Cleaned up command buffer manager / water related allocations