reporust_rebootcancel

121,107 Commits over 4,018 Days - 1.26cph!

10 Years Ago
Replaced the poolallocator script because I didn't realise it existed, I'm a dick, sorry andre Added client "sv" console command, runs command on server
10 Years Ago
new models
10 Years Ago
Renames
10 Years Ago
Merge from effectpooling
10 Years Ago
Don't try to pool objects when quitting
10 Years Ago
Don't try to pool objects that have alrady been destroyed by someone else
10 Years Ago
Group effects without parent in the editor
10 Years Ago
Merge from main
10 Years Ago
Pool prefab instantiates of effects, decals and dynamic decor
10 Years Ago
removing previous models before re-factoring
10 Years Ago
Optimization & Fixes
10 Years Ago
Fixed potential NRE
10 Years Ago
More pooling + slow warnings
10 Years Ago
Clientside ItemCommand mixups
10 Years Ago
Fixed fuckup
10 Years Ago
ObjectList, a garbage free params[] RPC calls use ObjectList
10 Years Ago
More warnings and pooling
10 Years Ago
More warnings and pooling
10 Years Ago
More useful time warnings
10 Years Ago
Less garbage
10 Years Ago
Added PrefabPool and set some things up in GameManager
10 Years Ago
Preparations
10 Years Ago
Extension method / utility class cleanup
10 Years Ago
Profiling, optimizations
10 Years Ago
Fixed NRE
10 Years Ago
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
10 Years Ago
More pooling, more time warnings Save/Load streaming
10 Years Ago
Eradicated System.BitConverter usage
10 Years Ago
Fixed crafting NRE
10 Years Ago
TimeWarning pooling Disabled CommandBufferManager on server
10 Years Ago
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
10 Years Ago
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
10 Years Ago
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
10 Years Ago
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
10 Years Ago
Missing explosives boxes.
10 Years Ago
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.
10 Years Ago
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
10 Years Ago
Fixes
10 Years Ago
More fixes
10 Years Ago
Fixes
10 Years Ago
Fixes
10 Years Ago
status console command should never crash
10 Years Ago
First OOM exception also has the OOM tag set
10 Years Ago
Pooling Fixes/Tweaks
10 Years Ago
Dump contains number of batched colliders Added batching.status console command
10 Years Ago
Reduced the cost, increased the health of roof blocks
10 Years Ago
Save loading fuckup
10 Years Ago
Network++ Deserialize protobuffers using streams (gc--)
10 Years Ago
Impact path decal/FX.
10 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code