128,104 Commits over 4,109 Days - 1.30cph!
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
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
gas station damage pass end
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
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
Disabled detail layer in high external stone wall
Packed high external wall LOD material
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)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Packed train track and wagon material set (8 materials)
Navmesh Link improvements
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
new layer for vehicle movement
vehicle speed zones
Supermarket shelves prefab / supermarket dressing and scene setup
More work on improving navmesh links.
Supermarket floor and wall damage
bradley kills people when it hits them at high velocity
better speed zone obedience
bradley aims at chest/head instead of feet with coax
proper collision with bradley and players/c4/rockets
gas station final exterior meshes - LODs/COLs
Optimized MaterialColorLerp
Tweaked EntityLink default capacity
gas station final interior mesh - LODs/COLs
scene update
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
More work on Navmesh Links.
Enabled biome tint on lowest high external lod (no mask)
Updated multiple descriptions
Phrases
Eliminated GC allocs from BaseEntity.UpdateParenting