12,708 Commits over 3,959 Days - 0.13cph!
Updated ServerImage to new FileStorage API
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Merge from weekend_branch
Adjusted some memory pool buffer sizes
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Stripped some unused nature assets that have been replaced by newer assets
Stripped old grass assets
Stripped BehaveAsset icon
Stripped TreePerfTest stuff
Stripped old grass system
Disabled dynamic batching (experiment)
Reverted some buffer pre-allocations (memory usage)
Profiling, cleanup, small GC optimizations
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Removed AttachToBone (unused, inefficient)
Eliminated GC allocs from BaseEntity.UpdateParenting
Tweaked EntityLink default capacity
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