127,187 Commits over 4,109 Days - 1.29cph!
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
"save 1" will wait for the save to finish
Enabled LOD components on cliff meshes
Got rid of NPC Option weird code
More fucking save bullshit
More fucking save bullshit
Significantly increased all bullet speeds
Helicopter has napalm strikes for pesky campers
Helicopter has smaller hitboxes for weak spots
Helicopter cupboard exploit fixed
Helicopter loot crates actually unlootable until flames go out
Signs gibs models/prefab update
Spears (stone/wood) gibs models/prefab update
Hacked around getting stuck on receiving data
Reduced GC in the grass and dynamic decor systems