The server has to calculate the position of every convex shape against the position of any proximity-detonated targets. Most vanilla ships had a hitbox wrapped around the entire model that, while not actually used in contact collisions, determined the maximum boundaries of the model in a single convex form. I'm assuming this outer bounding box is used for calculations on when to trigger a proximity charge - so that one shape, rather then the various internal shapes, become what the server needs to calculate. Many older custom hitboxes did not have such a shrinkwrap bounding box around it, which might have seriously impacted performance. Again - there's no telling if, and how much, a performance gain there'll be until we test the server under load.
It was a lot of work to redo all the custom hitboxes, but considering the inaccuracies in them, it had to be done anyway.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.