Prediction Store
After prediction happens (clientside) we make a backup of all the predicted variables on all the predicted entities. This is so that when the server runs that tick and sends all the networked variables back we can compare our result with the server result and take action if they're different.
Someone on discord mentioned that with a ton of predicted entities this was running like shit, so I did an optimization pass and got it about 40x faster, so now it doesn't even register on vprof.
Compiling
When editing a gamemode and hotcompiling those changes, we were also compiling the base addon. I fixed this so it only needs to compile what you change.
This was best case 2x slower, but fixing it actually gave us about a 8x speed up here. This was worst case a second or two, but now it's down to a fraction of a second and feels a ton better.
Filesystem
I found a problem with the way Zio was doing file searches on aggregate filesystems. On one of my tests, searching our core folder for "*_c" took over 10 seconds.
On the live version, calling Assets.LoadAll on the client routinely took between 3-4 seconds. This is now down to 0.07 seconds. All in all this fix took over 6 seconds off every map load or us.