10,550 Commits over 4,324 Days - 0.10cph!
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace resolves batched colliders
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace samples terrain splat materials
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
Added proper AI obstacles to building pieces
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Reenable child collider when it leaves a collider batch
Batch all colliders after loading a save
Pool allocator improvements
Pool allocator clear resets allocation counters
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Fixed warning in Gib class
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
Run GC before the loading screen disappears (join, respawn)
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
Extension method / utility class cleanup
Added PrefabPool and set some things up in GameManager
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
Fixed stability neighbour refreshes
Fixed NRE on server start (maybe)
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
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
Enabled LOD components on cliff meshes
Reduced GC in the grass and dynamic decor systems