31,191 Commits over 3,928 Days - 0.33cph!
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Don't let players do anything while receiving snapshot
Fixed "sync position" being disabled on player prefab (!)
Fixed NRE's with particle LOD's on the helicopter
Fixed graphical issues with napalm
Fixed Helicopter explosion light staying around until relog
Better error message when trying to remove LOD components from cells they don't belong to
increased helicopter weakspot health
EntityCollisionMessage correctly handles batched colliders
Bows fire slightly slower
Bows have much reduced headshot damage
Bows have a little more aim recoil
crossbows fire arrows with much higher velocity (50% instead of 20% )
HV arrows are 'thinner'
arrow and bow material updates, arrow gibs models
CurrentVersion no longer cares about patch releases (unless specifically specified)
Util scripts folder cleanup
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Cleaned up command buffer manager / water related allocations
Reduced GC in the grass and dynamic decor systems
Hacked around getting stuck on receiving data
Spears (stone/wood) gibs models/prefab update
Signs gibs models/prefab update
More fucking save bullshit
More fucking save bullshit
Got rid of NPC Option weird code
Enabled LOD components on cliff meshes
"save 1" will wait for the save to finish
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Fixed LODBatch corruption on pooled objects
Clients don't know if other players are admins/developers
Highlight exceptions in server console
MetalOre slash impact FX created.
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings