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7,923 Commits over 1,004 Days - 0.33cph!

Yesterday
merge from main
Yesterday
merge from entityflagtoggle_skipsounds
Yesterday
Compile fix
Yesterday
Fixed the map fade never settling after closing it, every frame for ~4s it was notifying all its children UI behaviours (0.3ms/frame)
Yesterday
merge from main
Yesterday
merge from entityflagtoggle_skipsounds
Yesterday
Added 3 new listener kinds to EntityFlag_Toggle so BBQ and flame turrets can benefit from the optim on 166947 Fixes BBQ and flame turrets playing wrong sounds when deployed
Yesterday
meger from main
Yesterday
Compile fix
Yesterday
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns - fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..) - it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it - now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance
Yesterday
merge from entityspawning_optims
Yesterday
Pooled industrial conveyors switch their hum off when retired
Yesterday
merge from arabic_ellipsis_fix
Yesterday
merge from genericpopup_rrp_fix
Yesterday
Forgot a file
Yesterday
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
Yesterday
Fixed generic popup sorting issue with rrp enabled
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
2 Days Ago
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
2 Days Ago
merge from map_optims
2 Days Ago
Fixed deep sea layer nuking all the monument markers Fixed shop markers cache being filled with junk when disconnecting/reconnecting
2 Days Ago
merge from quickcraft_optims
2 Days Ago
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
2 Days Ago
Fixed QuickCraft.FindItems spending ~2ms checking if you own a dlc after looting an item, SteamDownloadableContent now caches the answer for each DLC
2 Days Ago
merge from teamui_optims
2 Days Ago
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)
3 Days Ago
merge from animalanimation_optims
3 Days Ago
Fixed AnimalAnimation out of range errors
3 Days Ago
merge from notices_rtl_fix
3 Days Ago
Fixed item dropped and item pickup notices not working with RTL languages
3 Days Ago
Fixed CraftingNotice allocating every frame when crafting an item Also converted them to RustText so they can display RTL languages
3 Days Ago
merge from boateffects_optims
3 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
3 Days Ago
Fixed AnimalAnimation allocating 80 bytes for each footstep
3 Days Ago
merge from animalanimation_optims
3 Days Ago
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