127,288 Commits over 4,109 Days - 1.29cph!
No using System.Collections.Concurrent
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
Network++
Deserialize protobuffers using streams (gc--)
Reduced the cost, increased the health of roof blocks
Dump contains number of batched colliders
Added batching.status console command
First OOM exception also has the OOM tag set
status console command should never crash
Rocket Launcher - fixed snapping when going to ironsight, added dryfire sounds
Hammer - smoothed out anim speeds
Bow - Made viewable again, fixed popping on drawn idle loop, improved transition when cancelling arrows
Extended the bush billboard range so that they don't disappear so soon at the lowest settings. Savas: Can no longer build right on top of the construction hut. C4 hut has faster respawn.
Missing explosives boxes.
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
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
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
Beacon & f1 grenades - Added hold state & anim while aiming so you dont look like a mannequin
SMG - dryfire fix
Salvaged sword - fixed snapping on hit reactions
TimeWarning pooling
Disabled CommandBufferManager on server
Eradicated System.BitConverter usage
More pooling, more time warnings
Save/Load streaming
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
Extension method / utility class cleanup
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