6,664 Commits over 2,345 Days - 0.12cph!
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
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