33,603 Commits over 4,140 Days - 0.34cph!
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
More useful time warnings
More warnings and pooling
More warnings and pooling
ObjectList, a garbage free params[]
RPC calls use ObjectList
Clientside ItemCommand mixups
More pooling + slow warnings
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
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
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
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