130,566 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Number of improvements to the dump command
- TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct
- create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components)
- for certain dump text files, create separate files for active vs inactive objects
- fix only dumping the active roots and not all roots, active & inactive
 
                
                
                
                
                
             
         
        
            
            
            
                
                Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Swapped windmills from skinned mesh renderers to regular mesh renderers.
With 50 windmills (high end, all around the same lod):
- saving .15 on UpdateAllSkinnedMeshes
- saving ,15 on MeshSkinning.Update
- Saving .12 on Animators.Update
- Saving .10 on DirectionUpdateAnimationBegin/End
- saving 0.07 on camera rendering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from slots_optimize
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update caboose versions of slot machine
Delete 6 meshes that are no longer needed, about a mb worth
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from fix_chat_message_logs -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▌█▇▄ ▍▇▋▄ ▇▇▍▆▉▍▇▌█_▇▆▋▌▄▄▉▍_▇▄▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try to fix linux compile error again
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▍▇▊▊ ▇▍▆▊▅▅▊ ▅▍▌ █▊▊▆▅▇▄▉▄ ▆▍▌▆▋▍▄ ▌▅▍▉▌▊▉ █▍ █▋▌█▅, ▅▍▉▆█▇ ▉▍ ▉▉█ █▇█▊▉▋ █▋▅▇█▅▇ ▄▌ ▄▅ ▇▊▉▆▄▌▅▄ ▇▍▆ ▊█▌▉█ ▄▇▇ ▅▋█▊▇ ▅▆ ▋▊▋▅▆ ▊ ▆▇▊▍▍▆▇█▆ ▊▆▋▅▄ ▊▉ ▍▋▆▊█▍█▍▍▆▅▌▅█▆▅▋▊▇. ▄▅ ▊█▌ ▄▍▌ ▅▆ ▌-▅▄▉▆ ▋▍ ▌▉▅▇▍▋▍ ▋▄▉ ▆▌▇ ▄▄▉ ▊▊▇▆▇█ ▊▉▄▇▋▄▅▄▆ ▌▊▆▇ ▆█▄▄█▊▋▋█▊ ▄▋▅▌▉ ▇▍▌ █-▊█▌▉
▇▊▄▌ ▉▄▇█▅ ▄▊ ▋▄▊▉▌ ▉▉▊▅▍▄▉▉▆▉ ▊▆▍▅▊▌ ▇▍▋ ██▌▅ ▋▅▆▌▋█▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                MeshCull the black out box
 
                
                
                
                
                
             
         
        
            
            
            
                
                Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_overhead_optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed chat and sleeping bag clusters texts appearing blurry
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cannon FX restoration.
Nested them as standalone prefabs.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_overhead_optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed F1 tools tab hud toggles not initializing correctly following 
133710, causing half of the hud to disappear when opened
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                A whole marathon of Indirect Instancing changes:
- Schedule all jobs at the beginning of LateUpdate() for better worker utilisation.
- Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles.
- Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler.
- Run the debug overlay (where possible) in parallel with the jobs to improve performance
- Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes)
- Schedule all jobs using ScheduleByRef.
- Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible.
- Make batch size tunable: `indirect_instancing.batches_per_worker`
- Add somewhat automatic instrumentation to CrudeProfiler via `using` statements.
- Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.)
- Add more profiler instrumentation.
- Rename a ton of things for clarity.
- Remove CommandBuffer. We won't need it where we're going.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers
Removed all allocations from client side invokes
Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_chat_messages_logs -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error on linux server build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix chat messages not being logged to the logfile, only to the server console
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main (using main version of all the prefabs changed by a manifest update in naval)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from update_manifest_oct_25 -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed farm barge NPC opening door too early
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prefab changes after generating manifest
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from ui_overhead_optimms
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from floating_cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
 
                
                
                
                
                
             
         
        
            
            
            
                
                Crosshair disables its canvas when hidden
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Now disable their canvas when invisible:
Rock paper scissors
Camera overlay
Scope overlay
Fixed blackout overlays not turning off completely
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                main -> unskinned_windmill
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Up scientist boat count from 12 to 36 
(might scale with server pop in the future)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Now disable their canvas when invisible:
- Reticle
- Player names
- Demo recorder saved
- Vital notices
Removed canvases on farmable animal, sleeping bag name, io entity