Full notes
Full Data Center update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Performance
- Gameplay
Data Center changes
Fix: In server config on the edit label the key presses were registered in the IP config
Fix: Server label was not loading
Fix: Existing server label was filled in, in the Server config
Performance updates Improved: Object pooling for technician jobs. The devices changed by technicians are no longer destroyed but inserted into a pool and reused next time. (GC Garbage collector overload)
Improved: Expensive canvas updates, each server and switch shown value with seconds and canvas had to be reloaded because of that. Now EOL on the device shown in minutes.
Improved: World Canvas culling is now one system instead off on each object
Improved: many assignments moved out of loops to decrease usage of GC.
Improved: instantiation of broken particles removed (these were not made well and for many users not even visible, to increase performance completely removed)
Improved: Cablelinks loading logic, speed up loading process
Improved: Decreased FixedUpdade calls in all usableObjects
Improved: Balance Sheet tracking of finances performance
Improved: Removed rigidbody from everyobject inserted in the rack or port to remove physics overhead
Improved: Sprite Atlas for all customer and app logo to have only one sprite draw call per canvas
Improved: DX12, previously game was forced on DX11 - but the game actually feels smoother on DX12. (new option in steam to launch the game as DX11)
Source
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