8,237 Commits over 2,649 Days - 0.13cph!
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
Highlight exceptions in server console
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
TrimExcess on network queue
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
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
More pooling + slow warnings
Clientside ItemCommand mixups
ObjectList, a garbage free params[]
RPC calls use ObjectList
ObjectList, a garbage free params[]
RPC calls use ObjectList
More warnings and pooling
More warnings and pooling
More useful time warnings
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--)