19,225 Commits over 3,898 Days - 0.21cph!
Enitty save pooling tweaks
BuildInformation generator
Fixed devbranch branding not showing
Fixed pool sometimes not setting object to null on free
Re-enabled EAC logging, disable automatically on exception
renamed to grass.displace
Added graphics.grassdisplace (to enable/disable grass displacement)
Clear server log files on startup
k_EAuthSessionResponseVACCheckTimedOut fix (kinda)
Server browser perf
Performance stuff
Bug reporter - report correct memory amounts
Disabled some EAC stuff - causing IndexOutOfRangeException spam on the server
NRE fix
Re-exporting tweaks prefab
Fixed NRE in CreateByPartialName
UnityEngine.Entity.SV.Savelist.Counts.txt
Warn if skipping saving an entity because of some bullshit
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