202,626 Commits over 4,171 Days - 2.02cph!
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
Beacon & f1 grenades - Added hold state & anim while aiming so you dont look like a mannequin
SMG - dryfire fix
Salvaged sword - fixed snapping on hit reactions
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
Removed automatic serve
Fixed unresponsive AI
TimeWarning pooling
Disabled CommandBufferManager on server
Eradicated System.BitConverter usage
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
More pooling, more time warnings
Save/Load streaming
Minimized .ToProtoBytes() usage
Fixed server info throttle not working
Added common interface for protobuffer created classes
Remove unused code from BaseNetworkable
Removed (slow) debug code in SpawnNewPlayer
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)
FOR FUCK SAKE factory prefab
!u factory model (curvature tweak)
!A new test room prefab
Extension method / utility class cleanup
Added PrefabPool and set some things up in GameManager
More useful time warnings
More warnings and pooling
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More warnings and pooling
ObjectList, a garbage free params[]
RPC calls use ObjectList
ObjectList, a garbage free params[]
RPC calls use ObjectList
Clientside ItemCommand mixups
More pooling + slow warnings
* Fixed TF2 .nav files crashing the game on load
* Fixed GetSaveTable() not properly handling some entities
* Made the "DirectX Out of Date" message open the Support webpage