branchrust_reboot/main/random_optcancel
                         
                     
             
         
     
    
        
12 Commits over 0 Days - ∞cph!
    
    
        
            
            
            
                
                Fix skipping a light when one is removed
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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