130,407 Commits over 4,140 Days - 1.31cph!
Added PrefabPool and set some things up in GameManager
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
removing previous models before re-factoring
Pool prefab instantiates of effects, decals and dynamic decor
Group effects without parent in the editor
Don't try to pool objects that have alrady been destroyed by someone else
Don't try to pool objects when quitting
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
Fixed stability neighbour refreshes
Adjusted hatch height on stonegate model
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
material tweaks/blend mask armored metal
TrimExcess on network queue
Fixed NRE on server start (maybe)
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
MetalOre slash impact FX created.
Highlight exceptions in server console
Clients don't know if other players are admins/developers
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Building doors animations, models and prefab refactoring
Texture edits to armored door
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
WaterLevel.Test also works for zero bounds
Set the correct player entity bounds
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity