110,877 Commits over 3,897 Days - 1.19cph!
Tweaked EntityLink default capacity
Optimized MaterialColorLerp
gas station final exterior meshes - LODs/COLs
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
Supermarket floor and wall damage
More work on improving navmesh links.
Supermarket shelves prefab / supermarket dressing and scene setup
new layer for vehicle movement
vehicle speed zones
RenderInfo debug tool no longer duplicates materials when called
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
Removed TransformEx.FindChildren since it's super inefficient and now unused
Fixed material / memory leak from mining quarries
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Navmesh Link improvements
Packed train track and wagon material set (8 materials)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Eliminated needless group creation when trying to destroy an empty network group on the client
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Packed high external wall LOD material
Disabled detail layer in high external stone wall
Just use prefab name on the client in Entity.ToString() to avoid GC allocs
Eliminated GC allocs from MaterialReplacement
Eliminated GC allocs from ItemContainer.Load
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Adjusted some memory pool sizes
OnInventoryChanged profiling
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
gas station damage pass end
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
Disabled dynamic batching (experiement)
Merge from gc_optimizations_2
Prewarm memory pool of certain extremely common types
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Optimized memory pool size for networkables and entity links
Rebuilt Facepunch.Network
FindInGroup editor safeguards
Fixed some memory pooling related issues
gas station damage pass wip
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Merged from ai branch to main
Yet another merge from main