5,292 Commits over 2,345 Days - 0.09cph!
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
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
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
Protobuffer CodeGenerator update
Profile PlayerLoot.SendUpdate()
Fix looting corpses from any distance
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Unity 5.2.1f1 https://unity3d.com/get-unity/update
More server time warnings
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
Fixed building block demolish/rotation ability sticking if server restarted at the right time
Fixed crossbow holosight angle
Fixed player spectate printing the entity name instead of the player name
Clothing material tweaks
Network Protocol++
Fixed slow server shutdown
Added warnings if multiple local players
Remove multiple copies of the same player from saves (dev branch firefighting)
Reverted image storage to fast but dangerous mode because the indexes didn't help
Added warning is spawning a new player that already exists
Fixed opening chat when typing in the console
Added sleep bug diagnostics
Fixed a bunch of aniamtor warnings when spawning sleepers
Fixed beartrap looking unarmed when it was armed
Fixed holdtype could be wrong on initial encouter
Fixed NREs on server shutdown
Can spectate entities by doing "spectate @<partialentityname>"
Player spectate jumping is done in alphabetical name order
Proper fixed bone warning
Commented out bone warning (can happen on building blocks when the skin isn't setup yet)
Warnings and protection on null named players - which should never happen but apparently is
completely nerfed the torch
Fixed gate locks (temporary hack), door speeds
Building parts get less black when they're damaged
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
Fixed all icons highlighting like beltbar icons