6,664 Commits over 2,345 Days - 0.12cph!
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
NRE fix
Re-exporting tweaks prefab
Disabled some EAC stuff - causing IndexOutOfRangeException spam on the server
Performance stuff
Bug reporter - report correct memory amounts
k_EAuthSessionResponseVACCheckTimedOut fix (kinda)
Server browser perf
Clear server log files on startup
Added graphics.grassdisplace (to enable/disable grass displacement)
renamed to grass.displace
Re-enabled EAC logging, disable automatically on exception
Fixed pool sometimes not setting object to null on free
Fixed devbranch branding not showing
BuildInformation generator
Enitty save pooling tweaks
Fixed comfort/radiation/heat triggers not working
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Merged Diogo's awesome water in
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
Removed BaseEntity.Is<T> (server ai gc)
Send server info with bug reports
Running server with -keeplogs will prevent it from wiping the server folder logs on startup