* Remove unnecessary static singletons in MainMenu code
* Empty SceneWorld delete queues during shutdown
* Dresser cancel async load operation on destroy
* Use reflection to null references to static native resources on shutdown
This way we don't have to remember doing this manually.
* Fix SoundOcclusionSystem using static lists to reference resources
* Sound System: Use weak references to refer to scenes
* Cleanup static logging listeners that kept strong refs to panels
* UISystem Cleanup, make sure all panel/stylesheet refs are released
* RenderTarget and RenderAttributes shutdown cleanup
* Rework AvatarLoader, ThumbLoader & HTTPImageLoader Cache
First try to go through ResourceLibrary.WeakIndex which might already hold the texture.
If there is no hit, go through a second cache that caches HTTP & Steam API response bytes instead of textures.
We want to cache the response bytes rather than the actual Texture, so stuff cached sits in RAM not VRAM.
Before avatars and thumbs would reside in VRAM.
* Fix rendertarget leak in CommandList.Attr.SetValue
GetDepthTarget() / GetColorTarget() return a new strong handle (ref count +1).
We need to DestroyStrongHandle() that ref. So handles don't leak.
* Call EngineLoop.DrainFrameEndDisposables before shutdown
* NativeResourceCache now report leaks on shutdown
* Override Resource.Destroy for native resources, kill stronghandles
* Deregister SceneWorld from SceneWorld.All during destruction
* Ensure async texture loading cancels on shutdown
* SkinnedModelRender bonemergetarget deregister from target OnDisabled
* Clear shaderMaterials cache during shutdown
* Refactor Shutdown code
Mostly renaming methods from Clear() -> Shutdown()
Adding separate GlobalContext.Shutdown function (more aggressive than GlobalContext.Reset).
Clear some static input state.
* Deregister surfaces from Surface.All in OnDestroy
* RunAllStaticConstructors when loading a mount
* Advanced managed resource leak tracker enabled via `resource_leak_tracking 1`
Works by never pruning the WeakTable in NativeResourceCache.
So we can check for all resources if they are still being held on to and log a callstack.
- Auto-cleanup idle voice handles: Voice sound handles are now killed when player hasn't been talking for a while
- Audio Occlusion refactor: Moved occlusion calculation to a dedicated SoundOcclusionSystem GameObjectSystem for better organization
- This now performs really well, so we could look into improving our occlusion calculation: proper damping when sound is transferred via wall, path tracing for occlusion etc. (will open a separate issue)
- Fix mixer early return bug: Fixed issue where mixer could return early, potentially skipping sounds
- Voice Component lipsync toggle: Added option to enable/disable lipsync processing on VoiceComponent
- Cheaper HRTF for voice audio: Disabled expensive bilinear interpolation for voice and certain other sounds in Steam Audio
- Editor MixerDetail perf: Skip frame updates on MixerDetail widget when not visible
- Reduced allocations in audio systems: Optimized away List and LINQ allocations in SoundOcclusionSystem, Listener, and SoundHandle.Source
- MP3 decoder buffer optimization: Improved buffer handling in native CAudioMixerWaveMP3 to reduce overhead
Depending on scenario can reduces audio frame time by up to 30%.
This should also drastically improve performance for games that use VOIP.