128,914 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Clientside ItemCommand mixups
 
                
                
                
                
                
             
         
        
            
            
            
                
                More pooling + slow warnings
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                removing previous models before re-factoring
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pool prefab instantiates of effects, decals and dynamic decor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Group effects without parent in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't try to pool objects that have alrady been destroyed by someone else
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't try to pool objects when quitting
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed stability neighbour refreshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted hatch height on stonegate model
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                material tweaks/blend mask armored metal
 
                
                
                
                
                
             
         
        
            
            
            
                
                TrimExcess on network queue
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed NRE on server start (maybe)
 
                
                
                
                
                
             
         
        
            
            
            
                
                LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
 
                
                
                
                
                
             
         
        
            
            
            
                
                MetalOre slash impact FX created.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Highlight exceptions in server console
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Clients don't know if other players are admins/developers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed LODBatch corruption on pooled objects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building doors animations, models and prefab refactoring
Texture edits to armored door
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
 
                
                
                
                
                
             
         
        
            
            
            
                
                WaterLevel.Test also works for zero bounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the correct player entity bounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                "save 1" will wait for the save to finish
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled LOD components on cliff meshes