10,525 Commits over 4,201 Days - 0.10cph!
Added entity debug commands to server build as well
Fixed possible NRE in entity find commands
Fixed error in entity find commands when group is null
Added parent to entity info
Added find_parent command
Fixed rare-ish infinite loop in SoundManager
Entity find commands return both client and server entities in the editor
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Destroy entity client instances recursively when a network limited entity changes parenting
Enabled player model, collider and nametag pooling again
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Merge from networking_fuckery
Fixed locks not being networked properly
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Fixed censorship cube update issues
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Disabled pool.player_model by default for now
Network++
Added new weapon mod world models to bundles
Network++
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Only log gib warning if developer > 0
Reduced GC from gibs
Correctly apply ambient multiplier at runtime
Hacked around UI canvas overhead on grass displacement camera
Prototyped a better, low-overhead variant of prefab pooling
Only log building privilege warning if developer > 0
Retired EntityDisabled script (needless component overhead)
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Fixed ambient light adjustment inside player buildings being reversed
Added pool.mode convar (defaults to prefab pooling v1 for now)
Merge from prefab_pooling_2 (for testing, disabled by default)
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Added pooling for the conditional models of buildings
Added pooling support to renderer and collider batching
Fixed airfield monument crashing the world generation on some seeds
Rewrote network group updating to be more robust with entity parenting
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
Added skyreflection and ambientvolumes debug convars
Fixed player weapon hold type never being set
Shot in the dark: Eliminated physics call from Camera.OnPreRender, toggle with ambientvolumes as well
More debugging convar stuff
Enabled graphics jobs (testing)
Added some missing Profiler.EndSample in PlayerModel
Fixed decor NRE with pool mode 2