249,912 Commits over 3,959 Days - 2.63cph!
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
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
Adjustments to line-up scene. Added char10 assets.
Missing explosives boxes.
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.
Camera v3: sketched more basic functionalities
Removing TestFixedArray lines in Unit+Senses
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
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Entity destruction tweaks
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Added debug print to OnSmartObjectRemovedSenses.
More complex testing of Fixed Array.
Added a Test scene for FixedArrays.
Some touchups to FixedArray
status console command should never crash
First OOM exception also has the OOM tag set
Dump contains number of batched colliders
Added batching.status console command
Reduced the cost, increased the health of roof blocks
Network++
Deserialize protobuffers using streams (gc--)
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
Removed the warning for when an element in the array is null.
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks
No using System.Collections.Concurrent
Run GC before the loading screen disappears (join, respawn)
Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
▌▌█▍▇ ▋ ▄▅▆▄▅ ▅▄▅▉ ▄▌▋▊▊ - ▇▄█▌▊▆▊