10,998 Commits over 4,018 Days - 0.11cph!
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Merge from main (facepunch_pool_2 subtract)
Subtracting
80268 (facepunch_pool_2) due to reports of server performance regressions
Replacing various NonAlloc physics calls with allocating physics calls on the server due to a 2021 performance regression (yikes)
Add translated monument name to "monuments" console command
Bypass network queue when disconnecting and sending DisconnectReason to make sure it arrives before the connection is closed
Fixed network read thread spinning unless decrypt queue is at capacity
m_ShowUnitySplashLogo false and m_SplashScreenOverlayOpacity 0 (should not matter if m_ShowUnitySplashScreen is false, but just to be sure)
m_ShowUnitySplashLogo false and m_SplashScreenOverlayOpacity 0 (should not matter if m_ShowUnitySplashScreen is false, but just to be sure)
Enabling GPU skinning (test)
Enabling multithreaded networking by default for both client and server
Adding -nonetworkthread startup parameter to disable multithreaded networking
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
Forcing recompile of wire shader
Reducing MinNetWriteBufferSize and MinNetReadBufferSize (testing)
Potential EnqueueWrite NullReferenceException fix
Adding Facepunch.ArrayPool
Adding print_arraypool for debugging / monitoring
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
Fixed native libraries not copying to the build output folder on the Mac build (has been working in old workspaces since the libraries still existed in the build output folder from previous builds)