10,480 Commits over 4,171 Days - 0.10cph!
Deleting ProfileData (unused)
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs)
Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
Fixed fireball prefab path warning
Fixed hacky workaround in fireball entity code to reference the spread entity
Merge from gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
Fixed duplicate editor entity BuildName from previous merge
Fixed stray "virtual" in EntityLink
Fixed some memory pooling related issues
FindInGroup editor safeguards
Rebuilt Facepunch.Network
Optimized memory pool size for networkables and entity links
Prewarm memory pool of certain extremely common types
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
OnInventoryChanged profiling
Adjusted some memory pool sizes
Eliminated GC allocs from ItemContainer.Load
Eliminated GC allocs from MaterialReplacement
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Eliminated needless group creation when trying to destroy an empty network group on the client
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Fixed material / memory leak from mining quarries
Removed TransformEx.FindChildren since it's super inefficient and now unused
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
RenderInfo debug tool no longer duplicates materials when called
Optimized MaterialColorLerp
Tweaked EntityLink default capacity
Eliminated GC allocs from BaseEntity.UpdateParenting
Removed AttachToBone (unused, inefficient)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Fixed material / memory leak in Bradley TreadAnimator component