33,911 Commits over 4,171 Days - 0.34cph!
fixed heli bullets visually penetrating bases
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Conventional Savas load fix.
Savas loot tweaks. Quicker respawns.
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Added a construction tool+resource hut to the buildable hill on Savas KOTH.
First pass blood impact FX assets
Water: white/black movement lines fix attempt
Hopefully fixes those two Savas crates that don't seem to respawn.
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace samples terrain splat materials
Snow and Sand decals and impact FX's
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
snow, dirt, sand decals and impact FXs.
Unity 5.2.1f1 https://unity3d.com/get-unity/update
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)
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
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
Network++
Deserialize protobuffers using streams (gc--)
Reduced the cost, increased the health of roof blocks
Dump contains number of batched colliders
Added batching.status console command
First OOM exception also has the OOM tag set
status console command should never crash