2,815 Commits over 2,011 Days - 0.06cph!
Switch one frame to Tom's new model
Fix NRE for entities which do not have a network group
Fix UICompass using the wrong material after toggling active
Fix skipping a light when one is removed
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Add meta.if_true and meta.if_false so you can make binds do different things for presses and releases
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Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around)
Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
Get rid of two every frame allocations in ServerMgr.Update
Get rid of 0 length array allocations in Poolable
Immediately after instantiating the UI, disable its root game object, then enable it again. The time spent in UI every frame will then drop by 0.5ms.
app.info fixes: was giving an NRE because the companion server was not running
Truncate server hostname for pairing notification
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Remove a redundant every frame copy in LightLOD.UpdateAll
Switch ImpostorRenderer to use a NativeArray instead of a C# one
Use Shader.PropertyToID when setting shader properties
Don't check NeedsTimeout every cycle of the loop because it's a bit expensive
Add app.listenip to set the IP address the companion server should listen on (optional)
Add app.publicip to set the IP address that Rust+ should connect to when pairing (optional)
Add app.info to display which IP addresses and ports the companion server is currently using
Fix NRE spam when leaving a server
Return FoliageCell.batches to the pool when not needed
Use a shared empty list for FoliageCell.placements if there are no placements for the cell
Make WorldGrid sparsely allocated
Make LODGrid pool empty cells too
Pre-fill pools in bootstrap
Remove debug.logs
Make RendererGrid pool empty cells
Fix some error spam when running benchmarks in the editor