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7,924 Commits over 1,004 Days - 0.33cph!

Yesterday
merge from genericpopup_rrp_fix
Yesterday
Fixed flying horse bullshit
Yesterday
merge from flyinghorse_fix
Yesterday
merge from console_autocomplete_improvements
Yesterday
merge from console_autocomplete_improvements
Yesterday
Fixed entity and item auto completion always showing SERVER realm
Yesterday
Missed Poolable.cs
Yesterday
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
Yesterday
Conveyors are poolable We prewarm 10 copies
Yesterday
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory You're going to load them as soon as you load the local zerg base anyway
Yesterday
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused Editor profiling, 30 conveyors spawned 150m away: - 9ms -> 2.3ms total - ~470us -> ~220us per conveyor spawn - Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
Yesterday
Removed the pref to skip unity event listener baking in editor, wasn't necessary (renamed the branch to entityspawning_optims)
Yesterday
Added entity/item autocompletion to more commands
Yesterday
spawngrid and teleportany autocomplete entity names
Yesterday
merge from console_autocomplete_improvements
Yesterday
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent The first UnityEvent invoke on every new instance looked its listeners up by reflection. Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables) EntityFlag.DoUpdate 26ms -> 2ms total ~100us -> ~9us per entity ~940 KB -> ~231 KB total
Yesterday
merge from map_optims
Yesterday
Fixed deep sea layer nuking all the monument markers Fixed shop markers cache being filled with junk when disconnecting/reconnecting
Yesterday
merge from quickcraft_optims
Yesterday
Optimized prefab lookups by path, we now cache exact spelling hits. Makes each FindPrefab ~7x faster on repeat calls (was around 6us per call in builds, up to 0.5ms in frames that spawn a lot when entering network range of a base) We could make prefab paths case sensitive instead, but I'm not gonna change the million callers and that could break plugins
Yesterday
Fixed QuickCraft.FindItems spending ~2ms checking if you own a dlc after looting an item, SteamDownloadableContent now caches the answer for each DLC
Yesterday
merge from teamui_optims
Yesterday
Fixed the player name cache being cleared on every team update, causing the team UI to refilter every name through Steam (~1.5ms every 4s with 7 teammates)
2 Days Ago
merge from animalanimation_optims
2 Days Ago
Fixed AnimalAnimation out of range errors
2 Days Ago
merge from notices_rtl_fix
2 Days Ago
Fixed item dropped and item pickup notices not working with RTL languages
2 Days Ago
Fixed CraftingNotice allocating every frame when crafting an item Also converted them to RustText so they can display RTL languages
2 Days Ago
merge from boateffects_optims
2 Days Ago
Optimized MotorRowboat.Update, it has a slow water height check for its effects, around 0.10ms - culled by distance - skipped when stationnary for >3s
2 Days Ago
Fixed AnimalAnimation allocating 80 bytes for each footstep
2 Days Ago
merge from animalanimation_optims
2 Days Ago
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2 Days Ago
merge from texturestreaming_texturepropertiescache_fix
2 Days Ago
Fixed TextureStreaming never filling its shader texture property cache, every belt swap was allocating all shader property names (18KB down to 1KB per swap)
2 Days Ago
merge from lightlod_optims
2 Days Ago
Cache DistanceFlareLOD fading action
2 Days Ago
Fixed shadowlights convar handler stacking up across editor play sessions
2 Days Ago
Fixed LightLOD.Awake and OnDestroy allocating The shadow caching convar callback was subscribed per light, every light spawn and destroy copied the whole handler list (had 1500 lights, 10KB every time)
2 Days Ago
Cache AmbientLightLOD fading action
2 Days Ago
merge from drinkingpoint_optims
2 Days Ago
merge from drinkingpoint_optims
2 Days Ago
Fixed UpdateWaterDrinkingPoint running when not needed: - now runs in the entity looking at tick every 0.1s - skipped when mounted, or when move speed is above drinkMovementSpeed Its a trace so it wasnt scaling well in big bases
2 Days Ago
merge from map_optims
2 Days Ago
Cache vending machines and skip rebuilding all their markers when opening the map Saves around 80ms on a server with 170 vending machines
2 Days Ago
merge from console_autocomplete_improvements
2 Days Ago
merge from lookatboat_optim
2 Days Ago
Cache LandmarkInfos so we only rebuild them when necessary
2 Days Ago
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
3 Days Ago
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame