32,321 Commits over 4,048 Days - 0.33cph!
Hacked around getting stuck on receiving data
Spears (stone/wood) gibs models/prefab update
Signs gibs models/prefab update
More fucking save bullshit
More fucking save bullshit
Got rid of NPC Option weird code
Enabled LOD components on cliff meshes
"save 1" will wait for the save to finish
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Fixed LODBatch corruption on pooled objects
Clients don't know if other players are admins/developers
Highlight exceptions in server console
MetalOre slash impact FX created.
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed NRE on server start (maybe)
TrimExcess on network queue
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
Fixed stability neighbour refreshes
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
More pooling + slow warnings
Clientside ItemCommand mixups
ObjectList, a garbage free params[]
RPC calls use ObjectList
More warnings and pooling
More warnings and pooling
More useful time warnings