128,913 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                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!)
 
                
                
                
                
                
             
         
        
            
            
            
                
                fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix looting corpses from any distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Profile PlayerLoot.SendUpdate()
 
                
                
                
                
                
             
         
        
            
            
            
                
                Protobuffer CodeGenerator update
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Run GC before the loading screen disappears (join, respawn)
 
                
                
                
                
                
             
         
        
            
            
            
                
                No using System.Collections.Concurrent
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                TimeWarning pooling
Disabled CommandBufferManager on server
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Eradicated System.BitConverter usage
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Extension method / utility class cleanup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added PrefabPool and set some things up in GameManager
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More useful time warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                More warnings and pooling
 
                
                
                
                
                
             
         
        
            
            
            
                
                More warnings and pooling
 
                
                
                
                
                
             
         
        
            
            
            
                
                ObjectList, a garbage free params[]
RPC calls use ObjectList
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clientside ItemCommand mixups