10,480 Commits over 4,171 Days - 0.10cph!
Enabled sound pooling by default on 64bit systems
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors
Fixed missing building block placeholder mesh on pooled building blocks
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Some changes for more accurate profiling
Deferred entity destruction tweaks
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced
Fixed server duplicate key exception
Entity destruction priority fix
Only initialize door animators if required when leaving the pool
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called every time a shot is fired
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Disabled pool.players by default again (more testing)
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
MeshReplacement and SkinSet also update the renderer root bone
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Fixed fucked up variable name in FlameThrower.cs
Merge from prerelease, hold on to your GPUs
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Fixed swimming being a pain in the ass in the military tunnels
Fixed ore spawners in the military tunnel monument