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* Properly cache regexes in chat sanitization/accents Wow I wonder if `new Regex()` has a cost to it *looks at server profile*. * Avoid lag caused by Tippy command completions CompletionHelper.PrototypeIDs explicitly says *not* to use it with EntityPrototype. Unsurprisingly, reporting a completion result for every entity prototype in the game is a *bad idea*. * Add active count metrics to some high-load systems Mover & NPCs I suspect the thing that caused the Leviathan round to shit itself on performance is NPC spam in space or something. So let's verify that. * Enable parallel processing on pow3r again Originally disabled due to a theory of it causing bugs, it was re-enabled on Vulture, and I'm not aware of it having caused any issues there. * Replace hashset with bitflags for AtmosMonitor alert types. Allocating these hashsets was like 20% of the CPU of atmos, somehow. * Cache HashSet used for space movement collider checks Turns out this was a ton of server allocations. Huh. |
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| .. | ||
| AutoOrientSystem.cs | ||
| FrictionContactsSystem.cs | ||
| MovementIgnoreGravitySystem.cs | ||
| MovementModStatusSystem.cs | ||
| MovementSoundSystem.cs | ||
| MovementSpeedModifierSystem.cs | ||
| SharedContentEyeSystem.cs | ||
| SharedFloorOcclusionSystem.cs | ||
| SharedJetpackSystem.cs | ||
| SharedJumpAbilitySystem.cs | ||
| SharedMobCollisionSystem.cs | ||
| SharedMoverController.cs | ||
| SharedMoverController.Input.cs | ||
| SharedMoverController.Relay.cs | ||
| SharedSpriteMovementSystem.cs | ||
| SpeedModifierContactsSystem.cs | ||
| WormSystem.cs | ||