Update 0.998k - The GamesCom Update

We’re adding an update today centered on optimizations and tech fixes. This update should vanquish many issues, some of them longstanding. Please put this update to test!
Update 0.998k – Notes – The GamesCom Update
- Building manager replaced with an all-new version. Old multithreaded mechanism packing buildings into meshes for display is replaced with multithreaded mechanism managing distant building parts into instanced render data.
- Lowered memory consumption, dynamic allocations/deallocations, RAM-VRAM dynamic traffic and memory fragmentation that could lead to crashes on some PCs.
- Data compression and memory pipeline optimizations.
- Improved the reduction of memory consumption.
- Various internal optimizations and robust memory cleaning.
- Increased number of object shot angles for billboard representation for more detailed object blending.
- Improved dithering for object and LOD transition.
- Improvements to terrain render.
- Improvements to billboard render.
- Improvements to controller detection routines.
- Improvements to internal string caching and search routines.
- Improvements to socket memory storage and search per frame.
- Improvements to socket caching and socket search per frame.
- Several optimization fixes to NPC animation parameters.
- Optimized calculations for character nodes and node matrix buffers during animations.
- Optimizations for NPC tools and working FX.
- Fixes to sowing hand animation.
- Restored working seedling menus in one of the purchased greenhouse cabinets.
- Proper transport cables between a vehicle crane and green shingle container (where appropriate).
- Proper level of details for new vehicles.
- Fixed gardening warnings when holding non-gardening tools like fishing rod.
- Fixed false-positive blockade of bus stops (a rare occurrence).
- Number of changes to main render pipeline regarding texture and mesh render optimizations, buffer operations and texture swaps.
- Huge decrease of small dynamic allocations per object create/delete, texture associations and visibility selection.
- Unified several shader families in skinmesh renderer resulting in fewer skinmesh draw calls.
- Fixed several smaller bugs in skinmesh renderer.
- Fixed several bugs in NPC animation wait states and refresh routines.
- Removed overhead search calls in idle animation settings for invisible NPCS.
- Fixed planting vegetables in the middle of farm greenhouse.
- Fixed blinking of greenhouse vegetables. No more D&D spells for them.
- Cat doing his job properly (could have let some mice in before).
- Fixed upper lights for CA type tractor.
- Proper capacity for RAUCH TWS 7000 (8560l).
- Removed exhaust smoke from old pickup. Instant green tech for the win!
- Forbade a player jump when there are obstacles just over head (to avoid possible clipping).
- Reformatted farm stats window to fit new vegetables etc.
- Cat and dog ownership shown properly in farm statistics.
- Increased vertex-cache hits.
- Decreased video memory consumption.
- Better (esp. For lower-end/min req. pcs) and more stable FPS.
- Distant buildings cast shadows except for lowest shadow settings.
- Fixes to trees shadow render (disappearing leaves for trees behind) for higher shadow settings.
- Fixes to blinking transparencies.
- A number of smaller bugfixes and code cleaning.