0.0.13
Pre-release
Pre-release
- Sentry now updates correctly, rather than using an assumed static time interval
- This fixes sentries behaving faster/slower when server tick rate changes
- Sentry now fires correct amount of bullets according to fire rate
- Optimized VGUI
- Skipped rendering root panel (which seems to be the Steam application)
- Added improved caching for fonts for the fast path (common English characters)
- Miscellaneous distance calculation optimizations throughout the source code
- Skips a costly square root operation when calculating distance in many scenarios
- Fix many bugs with sound time
- Shader optimizations
- Optimized various IO find functions
- Threaded sound now updates closer to clock, so that there is not wasted computation
- Also releases resources
- Updated max backpack slots from 2000 to 2500
- Fixed a crash on model decals
- Greatly improved server tickrate accuracy
- Fixed model decals being created and destroyed out of frame loop, causing queuing issues
- Greatly improved thread scheduling
- Sleeps now alert for IO threads (Windows only)
- SwitchToThread is used for better usage sharing (Windows only)
- All spin waits now use the sleep intrinsic to hint to the CPU to more efficiently spin-wait
- These changes allow for uncapped global thread pool on logical processors, rather than a maximum of 3 threads on physical processors. TF2 will now scale threads for all of your logical processors.