123,400 Commits over 4,171 Days - 1.23cph!
First pass blood impact FX assets
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Water: white/black movement lines fix attempt
Hopefully fixes those two Savas crates that don't seem to respawn.
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace resolves batched colliders
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace samples terrain splat materials
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
Added proper AI obstacles to building pieces
Snow and Sand decals and impact FX's
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Reenable child collider when it leaves a collider batch
snow, dirt, sand decals and impact FXs.
Unity 5.2.1f1 https://unity3d.com/get-unity/update
Batch all colliders after loading a save
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Pool allocator improvements
Pool allocator clear resets allocation counters
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Fixed warning in Gib class
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