10,832 Commits over 3,867 Days - 0.12cph!
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
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Merge from network_lerp_3
SelectedBlueprint / BlueprintCategoryButton optimizations
SendNetworkUpdate_Position profiling
Fixed performance issues caused by DateTime.Now
Stuff spawned with entity.spawn always faces the camera
Trees are pooled
Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity)
Added tree.global_broadcast server startup parameter
Fixed IndexOutOfRangeException on reconnect
Packet handling profiling
Another demo fix for cinematic_play and cinematic_stop
Added server.cinematic convar to enable the cinematic convars for all players
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations
Added eye_blinking and eye_movement convars
Merge from playeranimator_swap_test
Added cinematic_play and cinematic_stop
Added TreeManager (does what FarAwayTreeManager and FarAwayTreeRenderer do, but uses ImpostorRenderer for rendering)
Skin.ReadDefaults NRE fix
Merge from unloadprefabs_2
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?)
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Disabled GraphicsRaycaster component on ChippyGame (perf)
Disabled raycast target on world UI of Chippy arcade and vending machine (performance)
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Restored prefab copy in standalone client (breaks various stuff, should not make a huge difference anyhow with unloading? cc rohan)
Packet handling profiling
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)