5,910 Commits over 3,867 Days - 0.06cph!
Optimized MaterialColorLerp
RenderInfo debug tool no longer duplicates materials when called
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
Removed TransformEx.FindChildren since it's super inefficient and now unused
Fixed material / memory leak from mining quarries
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Eliminated needless group creation when trying to destroy an empty network group on the client
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from MaterialReplacement
Eliminated GC allocs from ItemContainer.Load
Adjusted some memory pool sizes
OnInventoryChanged profiling
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
Disabled dynamic batching (experiement)
Merge from gc_optimizations_2
Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Merge from gc_optimizations
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Reverting to legacy EAC API due to server authentication issues
Network++
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)
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 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
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Added "authtimeout" convar (default = 10 seconds)
Reduced spawn density of wooden logs by around 30%
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
Better spawn handler density enforcement
Larger coastal player spawn areas
Eliminated ~300B of GC allocs whenever a randomized sound was played
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect)
Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone)
Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
EAC SDK update (fixes macOS startup issue)
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