5,239 Commits over 2,192 Days - 0.10cph!
More warnings and pooling
More warnings and pooling
ObjectList, a garbage free params[]
RPC calls use ObjectList
Clientside ItemCommand mixups
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
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
TrimExcess on network queue
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
Highlight exceptions in server console
Clients don't know if other players are admins/developers
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
"save 1" will wait for the save to finish
Got rid of NPC Option weird code
More fucking save bullshit
More fucking save bullshit
Hacked around getting stuck on receiving data
Don't let players do anything while receiving snapshot
Fixed "sync position" being disabled on player prefab (!)
Hashset.TrimExcess/Clear seems to sometimes crash Unity!!?!??!
developer 1 only works for admins/developers
Added sound templates to asset bundles
Manifest - include all prefab names
Fixed NRE in weapon reload
Added ConVar.Global.gamepool - disabled by default
Fixed NRE in GamePhysics.Trace
Extra timewarnings to find the source of some server perf spikes
Reverted stability change so that all buildings don't fall down on server restart
Fixed phantom player models
Timewarnings
More sound recycling errors
Warn if skipping saving an entity because of some bullshit
UnityEngine.Entity.SV.Savelist.Counts.txt
Fixed NRE in CreateByPartialName