8,108 Commits over 1,004 Days - 0.34cph!
Privilege cache enabled by default (client and server)
Fixed home's store hero playing and rolling its videos with the menu closed
merge from ongui_allocs_fix
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
Disabled GUILayout on DDraw and OcclusionCulling
Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Fixed cooking workbench not showing the kettle when preparing the newly added teas
merge from cookingworkbench_kettle_fix2
Fixed LOD components allocating a delegate each time they reregister with occlusion culling
A big base streaming in (~3500 LOD components):
417KB -> 15KB alloc
Fixed MeshCull not hiding its renderer when reused from the pool while culled
Was causing code lock light quads to draw at any distance after spawning, amongst other things
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible
Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on
Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Fixed door controller lights not being culled
Was ~0.2ms on light culling and binning for 81 of them
Idle SAM sites stop rewriting their aim every frame
Was 0.04ms per frame with 4 sam sites in network range
Fixed IO entities with pipes rebuilding their pipe colliders on every network update
IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled
For a base with 223 pipes:
Was 0.05ms on the main thread and 0.5ms on workers every frame
Another visual cooking pooling fix
Now poolable:
- Cooking workbench
- Metal embrasures
- Flower pots
Fixed some visual cooking pooling bugs
Windmills now use two syncvars to send wind updates instead of full network updates
They're poolable too
merge from weapon_refresh_nailgun
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
Updated skinviewer nailgun to use the rigged VM
Restored tropical3 terrain
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merge from weapon_refresh_nailgun
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
Fixed nailgun world model outlline
merge from skinviewer_nailgun
Added nailgun to the skin viewer
Set a bunch of textures to non readable
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merge from boateditmode_priv_fix
Fixed client showing boat privilege for edit mode boats you have no auth on
merge from deepsea_unloading
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded)
Traveling back and forth was still unloading it
merge from ui_misc_optims
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Fixed some store pages referencing assets from other packs, copy pasted leftovers
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Fixed the server map image staying in VRAM after the connect modal
Now freed about a minute after the modal closes
Disable the graphic raycaster of a disabled ui window
Saves some overhead when navigating in the menu
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked
Saves 0.5ms in the inventory in editor
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener
Drops ~40MB of managed memory for 141k graphics