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MatchZy 0.8.83
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2026-09-17 08:56:02 +02:00 | 49 commits to main since this release0.8.83
September 16, 2026
- Prepare managed rethrow entry points during background load warm-up to reduce first-use JIT work. Flash timings now separate entity creation from DispatchSpawn, and replayed projectiles receive the recorded item index on the managed creation path too.
- Reduced repeated native player reads during round damage initialization, death tracking, and practice marker visibility checks. Added slow arc-render timings and released HTTP response resources after remote event delivery.
- Practice rethrows resolve only the requested grenade factory instead of initializing all four on first use. Slow rethrows log signature-resolution, spawn, and setup timings to help diagnose gameplay stalls.
- Round backups now serialize match and team configuration on a background worker using independent snapshots, reducing game-thread work while retaining the existing restore format.
- Warm selected round-start methods and JSON serializer metadata in the background when the plugin loads, reducing first-use initialization work. Live testing is still required to determine whether this reduces the observed round-start stalls.
- Round start no longer walks the full entity list to set the scoreboard team names, no longer re-reads live.cfg on rounds 1 and 2 (the file is cached and re-read only when it changes on disk), and encodes the scoreboard part of the round backup off the game thread.
- Round start now logs a "[round_start perf]" line whenever its game-thread work exceeds 5 ms, naming the stages that went over.
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Source code (ZIP)
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Source code (TAR.GZ)
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