10,832 Commits over 3,867 Days - 0.12cph!
Batching optimizations and fixes
MeshData utilizes memory pool
Fixed some doors being invisible when moving for the first time after joining a server
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Log warning when normals / tangents of mesh are not matching
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Recalculated Jack O Lantern entity bounds (RUST-1571)
Batching cleanup and fixes
Vis double checks collider enabled state
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
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Cherry picked batching optimizations from foliage_system branch
Fixed collider lookup table on batched colliders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
Overgrowth material uses foliage shader
Mesh batching includes vertex color data
Fixed possible race condition in renderer / collider batch threading
Optimized all batch refreshes
Cleanup
Foliage system optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Mesh batching threading / coroutine optimizations
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
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