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106,192 Commits over 3,806 Days - 1.16cph!

9 Years Ago
ObjectList, a garbage free params[] RPC calls use ObjectList
9 Years Ago
More warnings and pooling
9 Years Ago
More warnings and pooling
9 Years Ago
More useful time warnings
9 Years Ago
Less garbage
9 Years Ago
Added PrefabPool and set some things up in GameManager
9 Years Ago
Preparations
9 Years Ago
Extension method / utility class cleanup
9 Years Ago
Profiling, optimizations
9 Years Ago
Fixed NRE
9 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
9 Years Ago
More pooling, more time warnings Save/Load streaming
9 Years Ago
Eradicated System.BitConverter usage
9 Years Ago
Fixed crafting NRE
9 Years Ago
TimeWarning pooling Disabled CommandBufferManager on server
9 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
9 Years Ago
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
9 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
9 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
9 Years Ago
Missing explosives boxes.
9 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.
9 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
9 Years Ago
Fixes
9 Years Ago
More fixes
9 Years Ago
Fixes
9 Years Ago
Fixes
9 Years Ago
status console command should never crash
9 Years Ago
First OOM exception also has the OOM tag set
9 Years Ago
Pooling Fixes/Tweaks
9 Years Ago
Dump contains number of batched colliders Added batching.status console command
9 Years Ago
Reduced the cost, increased the health of roof blocks
9 Years Ago
Save loading fuckup
9 Years Ago
Network++ Deserialize protobuffers using streams (gc--)
9 Years Ago
Impact path decal/FX.
9 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
9 Years Ago
New grass impact FX.
9 Years Ago
Grass impact decal
9 Years Ago
No using System.Collections.Concurrent
9 Years Ago
Run GC before the loading screen disappears (join, respawn)
9 Years Ago
Forest impact decal/FX
9 Years Ago
Protobuf update
9 Years Ago
Protobuf update
9 Years Ago
Protobuffer CodeGenerator update
9 Years Ago
Profile PlayerLoot.SendUpdate()
9 Years Ago
Fix looting corpses from any distance
9 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
9 Years Ago
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
9 Years Ago
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc) Ragdolls properly inheret all effects that were parented to its parent Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
9 Years Ago
Fixed warning in Gib class
9 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)