There should be an update soon to the TurnSignal beta that includes, among others things, a working bypass for the Steam 'Currently Playing' issue that has been reported by so, so, many people!
After the beta updates, if TurnSignal loads up the preference file and finds that SteamWorks is disabled, and also detects the argument '--steam' ( which is now given when launched from Steam by default ), it will launch a new instance then close itself using a method that lets it slip by Steam's auto-launch detection, and run un-tracked and unannounced, save for the unavoidable initial one on first launch ( I tried for every detection, but because Unity only executes after load, the time it takes is enough to be detected by Steam, sorry T>T ),
This also means that if the option is disabled, and its not launched through Steam, it should never attempt to connect until the option is enabled again,
Besides that, I've made a few other ( hopefully good ) performance changes;
- The Menu is now only rendered once for both places its displayed, the frame is now copied instead of rendered for the Overlay, which saves memory and CPU/GPU cycles.
- The floor Twister logic has been revisited and redone, the CPU / Memory bound math for the Bezier curves for the floor display has been rewritten to use Unity's 'Burst' compiler, which shakes down to assembly, taking its calculation time from around ~3.5ms to less than ~1ms ( on avg, on my system, numbers may vary )
- Went all over everything again, trying to reduce memory and CPU footprint, went from ~1-3% CPU and 85MB Ram, to >0.5% CPU and 60MB Ram,
- ( Not really a change ) Experimenting with the ILL2CPP compiler in Unity, have pretty much gotten it to work fully ( save for the tray Icon ), but performance is actually about the same, not a whole lot of work being done already, 90% of frame time is spent waiting as to not waste resources rendering above 90fps.
I've finally carved out some time, and have actually tested out the current beta in Pavlov for a bit, and it seems to work well enough, so look for it very soon!
Thank you all for the support and communication, and remember, if you have any Feedback, Questions, Comments, or Issues with TurnSignal, please feel free to let me know!
( PS: I've noted a lockup, only affecting TurnSignal itself, that I cannot seem to find the cause of. It happens seemingly randomly, I want to say it happens when you try and watch resource usage with Task Manager, but its hard to really know, since I do that about every launch when developing )