130,470 Commits over 4,140 Days - 1.31cph!
Clients don't know if other players are admins/developers
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Building doors animations, models and prefab refactoring
Texture edits to armored door
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
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
"save 1" will wait for the save to finish
Enabled LOD components on cliff meshes
Got rid of NPC Option weird code
More fucking save bullshit
More fucking save bullshit
Significantly increased all bullet speeds
Helicopter has napalm strikes for pesky campers
Helicopter has smaller hitboxes for weak spots
Helicopter cupboard exploit fixed
Helicopter loot crates actually unlootable until flames go out
Signs gibs models/prefab update
Spears (stone/wood) gibs models/prefab update
Hacked around getting stuck on receiving data
Reduced GC in the grass and dynamic decor systems
Cleaned up command buffer manager / water related allocations
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Util scripts folder cleanup
CurrentVersion no longer cares about patch releases (unless specifically specified)
arrow and bow material updates, arrow gibs models
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'
EntityCollisionMessage correctly handles batched colliders
increased helicopter weakspot health
Better error message when trying to remove LOD components from cells they don't belong to