5,292 Commits over 2,345 Days - 0.09cph!
Clothing material tweaks
Network Protocol++
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
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
More server time warnings
Unity 5.2.1f1 https://unity3d.com/get-unity/update
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)
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!)
Fix looting corpses from any distance
Profile PlayerLoot.SendUpdate()
Protobuffer CodeGenerator update
No using System.Collections.Concurrent
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
Network++
Deserialize protobuffers using streams (gc--)
Reduced the cost, increased the health of roof blocks
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
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
TimeWarning pooling
Disabled CommandBufferManager on server
Eradicated System.BitConverter usage
More pooling, more time warnings
Save/Load streaming
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 useful time warnings
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