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Further performance improvements
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1db5d4f7cb
commit
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@ -8,6 +8,7 @@ export const CHANGELOG = [
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"Added confirmation when deleting more than 500 buildings at a time",
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"Added confirmation when deleting more than 500 buildings at a time",
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"Added background to toolbar to increase contrast",
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"Added background to toolbar to increase contrast",
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"Allow placing extractors anywhere again, but they don't work at all if not placed on a resource",
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"Allow placing extractors anywhere again, but they don't work at all if not placed on a resource",
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"Fix cycling through keybindings selecting locked buildings as well",
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],
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],
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},
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},
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{
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{
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@ -160,6 +160,14 @@ export class GameSystemWithFilter extends GameSystem {
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refreshCaches() {
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refreshCaches() {
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this.allEntities.sort((a, b) => a.uid - b.uid);
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this.allEntities.sort((a, b) => a.uid - b.uid);
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// Remove all entities which are queued for destroy
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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if (entity.queuedForDestroy || entity.destroyed) {
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this.allEntities.splice(i, 1);
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}
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}
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}
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}
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/**
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/**
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@ -187,6 +195,10 @@ export class GameSystemWithFilter extends GameSystem {
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* @param {Entity} entity
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* @param {Entity} entity
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*/
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*/
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internalPopEntityIfMatching(entity) {
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internalPopEntityIfMatching(entity) {
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if (this.root.bulkOperationRunning) {
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// We do this in refreshCaches afterwards
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return;
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}
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const index = this.allEntities.indexOf(entity);
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const index = this.allEntities.indexOf(entity);
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if (index >= 0) {
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if (index >= 0) {
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arrayDelete(this.allEntities, index);
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arrayDelete(this.allEntities, index);
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