34,469 Commits over 4,201 Days - 0.34cph!
    
    
    
        
            
            
            
                
                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)
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Enabled biome tint on lowest high external lod (no mask)
                
                
                
                
             
         
        
        
            
            
            
                
                Updated multiple descriptions
Phrases
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
        
        
            
            
            
                
                bradley now spawns at launchsite, broken af
protocol++
                
                
                
                
             
         
        
        
        
            
            
            
                
                fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased 
Bradley target added when damage received 
                
                
                
                
             
         
        
            
            
            
                
                finished most pathing at launchsite for bradley
                
                
                
                
             
         
        
            
            
            
                
                Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed/improved ImageEffectComposite handling of single effect
                
                
                
                
             
         
        
            
            
            
                
                Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
                
                
                
                
             
         
        
            
            
            
                
                Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
                
                
                
                
             
         
        
            
            
            
                
                Fixed material / memory leak in Bradley TreadAnimator component
                
                
                
                
             
         
        
            
            
            
                
                Reduced sky brightness slightly
                
                
                
                
             
         
        
            
            
            
                
                Log warning when trying to create attachment on viewmodel without model component
                
                
                
                
             
         
        
            
            
            
                
                Reduced GC allocs in SelectedBlueprint.RefreshBlueprint