33,903 Commits over 4,171 Days - 0.34cph!
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Cleaned register related gc allocs in occlusion culling
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Fixed culling debug randomly disappearing
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Merge from gc_optimizations
updated smallbackpack albedo texture
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Paper map now despawn in 5 minutes down from 20 minutes.
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
▊▄▇█▊▊▊▉ █▅▅▆█▋ ▉▊▊▍▊▇▅▆▇▄▆ █▅▍ ▅▊▊▄█▍▉
Packed props/large_industrial_props and props/office_furniture materials
Fixed specular not driving packed map size
Packed some larger materials
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed shader packed map labels
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Eliminated GC allocs from ItemContainer.Load
Eliminated GC allocs from MaterialReplacement
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Disabled detail layer in high external stone wall
Packed high external wall LOD material
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Eliminated needless group creation when trying to destroy an empty network group on the client
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Packed train track and wagon material set (8 materials)
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)