110,878 Commits over 3,897 Days - 1.19cph!
Removed GC allocs from GetComponentInChildrenIncludeDisabled
Nicer separation of editor-only entity networking cost in the profiler
Rebuilt Facepunch.Network and Facepunch.Raknet plugins
Networkable + Subscriber are pooled (eliminates GC allocs)
Networkable fires events via NetworkHandler interface instead of actions (eliminates GC when subscribing / unsubscribing events)
Deleting Plugins/Facepunch (all part of Facepunch.Network)
BaseNetworkable SaveInfo / LoadInfo are structs (eliminates GC allocs)
Nav grid layer improvements.
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Much more detailed profiling in CreateOrUpdateEntity (ClientSpawn, ClientInit, InitShared etc)
tweaked the ak47 fire ADS animation
More navmesh and agent spawn tweaks
Reverting to legacy EAC API due to server authentication issues
Network++
Further improvements to navmesh grid and spawning.
Added LOD chain models to ore stages 2 to 4
fixed effects not playing in the right position for several viewmodels
Merge from texture packing
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
Improved packed texture compression; less artifacts on mixed/swizzled maps
Fixed order on 32bit image load to texture
Fixed terrain texturing error when height map is not available
Fixed rocket launcher description been slighty wrong
fixed clipping on pickaxe vm throw
Make branch compile again.
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
More description fixes and updates
Fix LOD material pop-in on rocks
Fixed animation event prefab paths not being lowercase
More prefab paths that weren't lowercase
Fixed some hardcoded prefab paths in code that weren't lowercase
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Added texture usage report tool
Moved all packing tools to tools/textures menu
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups