5,292 Commits over 2,345 Days - 0.09cph!
More sound recycling errors
Fixed phantom player models
Timewarnings
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 NRE in GamePhysics.Trace
Added ConVar.Global.gamepool - disabled by default
Fixed NRE in weapon reload
Manifest - include all prefab names
Added sound templates to asset bundles
developer 1 only works for admins/developers
Hashset.TrimExcess/Clear seems to sometimes crash Unity!!?!??!
Don't let players do anything while receiving snapshot
Fixed "sync position" being disabled on player prefab (!)
Hacked around getting stuck on receiving data
More fucking save bullshit
More fucking save bullshit
Got rid of NPC Option weird code
"save 1" will wait for the save to finish
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
Clients don't know if other players are admins/developers
Highlight exceptions in server console
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
TrimExcess on network queue
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
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