Can anyone break these down a little. I don't know if this is more cynthia trolling or if it's something real I just don't recognize.
1. Entity extensions that have expensive updates now run in parallel on multiple processor cores.
2. Optimized weapon targeting update.
3. Optimized PropertyBagGroup lookups by pre-caching them to allow for constant time lookup.
4. Replaced temporary data structures using heap allocators with stack allocators.
5. Optimized AI combat evaluations and AI Info updates for AI Opponent and made them run in parallel
It is difficult to comment on game code specific things like "Entity extensions" when you have no knowledge of Coh2's code, but I will try to explain the rest.
1. means that they changed some algorithms they are using so that those algorithms now benefit from having more cores in your CPU. The thing is, algorithms have to be specifically programmed to be able to use this, which means it can be a lot of work.
2. Seems to have something to do with the way an unit chooses what to shoot at. Like, how often the game checks what target the unit "wants to attack/is told by the player to attack", but that's more of a guess.
3. I don't no what the "PropertyBagGroup" is, but pre-caching lookups can be explained like that: Imagine you are friends with Rommel, Patton and Mickey Mouse. If you want to call one of them on the telephone, you have to look up their number in a huge telephone book, which takes some time. Instead of searching for their numbers every time, you can write them on a piece of paper and put it next to your telephone. The next time you want to call one of them , you look up their number on the piece of paper, which takes next to time.
In computer terms, if there are calculations you are doing very often in your programm code, you can instead do the calculation once and then store it, and if you need the result again you just look it up, which is much faster.
4. They changed one way to store data with another. Smart choice of data structure can save a loot of computation time.
5. "Optimized AI combat evaluations" should mean some improvement to what the AI does, most likely so that it can better recognize when to retreat etc.
"made them run in parallel" should mean that different AI opponents can now be calculated by different CPUs, which uses multi core CPUs more efficiently in the same way as 1.
All of those changes imply that Relic put some manpower into optimization. Improving the performance of a finished programm is not an easy job, especially if you have to clean up messy code. I can understand that Relic has not put more changes into this patch, as there is always the danger of breaking something important, and if you have changed only a few things, you know better where to look at.
Let us hope this is the first of a series of patches improving the stability and performance of the game.