240,139 Commits over 3,837 Days - 2.61cph!

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
9 Years Ago
humans
9 Years Ago
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
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
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
9 Years Ago
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
9 Years Ago
Grass impact decal
9 Years Ago
Removed the warning for when an element in the array is null.
9 Years Ago
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method Unit+Senses removal code tweaks
9 Years Ago
No using System.Collections.Concurrent
9 Years Ago
Run GC before the loading screen disappears (join, respawn)
bot
9 Years Ago
Linux Build 809
bot
9 Years Ago
LinuxDS Build 786
bot
9 Years Ago
OSX Build 947
bot
9 Years Ago
Windows Build 669
9 Years Ago
Forest impact decal/FX
9 Years Ago
fixing asset refs...
9 Years Ago
Added EntityManager Added Agent.Destroy, tweaked Unit/Agent/Group destructors Fixed BiomeMaterialObject being added to UnitView twice
9 Years Ago
▌▌█▍▇ ▋ ▄▅▆▄▅ ▅▄▅▉ ▄▌▋▊▊ - ▇▄█▌▊▆▊
9 Years Ago
Protobuf update
9 Years Ago
Protobuf update
9 Years Ago
Owl forehand dive updated Lion-El hit source
9 Years Ago
Protobuffer CodeGenerator update
9 Years Ago
Profile PlayerLoot.SendUpdate()
9 Years Ago
Fix looting corpses from any distance
9 Years Ago
Updated rules - rewards player when health is low
9 Years Ago
created cogs and wheels, unwrapping
9 Years Ago
human tweaks
9 Years Ago
Entity destruction cleanup
9 Years Ago
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?) Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
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
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
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
9 Years Ago
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
9 Years Ago
Fixed warning in Gib class
9 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
9 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
9 Years Ago
Pool allocator clear resets allocation counters
9 Years Ago
Merge from main
9 Years Ago
Cleanup
9 Years Ago
Pool allocator improvements