202,626 Commits over 4,171 Days - 2.02cph!
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Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
Run GC before the loading screen disappears (join, respawn)
No using System.Collections.Concurrent
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks
Removed the warning for when an element in the array is null.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
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
Some touchups to FixedArray
Added a Test scene for FixedArrays.
More complex testing of Fixed Array.
Added debug print to OnSmartObjectRemovedSenses.
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Entity destruction tweaks
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
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
Removing TestFixedArray lines in Unit+Senses
Camera v3: sketched more basic functionalities
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.
Adjustments to line-up scene. Added char10 assets.
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