tobspr
755f4bd2ea
Update artwork and minor fixes
2020-06-30 09:27:30 +02:00
tobspr
989ed2db87
Fix wires placement not snapping
2020-06-30 08:23:05 +02:00
tobspr
b499760d74
Start to work on advanced shape processing
2020-06-28 20:28:46 +02:00
tobspr
0967d5114c
Initial take on wires
2020-06-28 19:34:10 +02:00
tobspr
17123fd7b9
Further work on the energy generator
2020-06-28 11:44:30 +02:00
tobspr
5dab3508cd
Improve tunnel performance by caching receivers
2020-06-27 11:39:32 +02:00
tobspr
a057d68a8e
Micro optimization for item acceptor
2020-06-27 11:03:34 +02:00
tobspr
2e266f5f21
Get rid of 'builtins' file since its useless and causes performance issues
2020-06-27 10:51:52 +02:00
tobspr
419401b9be
Improve performance by getting rid of instanceof
2020-06-27 10:38:11 +02:00
tobspr
d8bf4f9cd8
fix belt animation seeming to go 'backwards' on high belt speeds
2020-06-27 09:59:48 +02:00
tobspr
c844dd4798
Improve performance by only updating belt ejectors on the end of paths
2020-06-27 09:52:26 +02:00
tobspr
8ba0a36ee1
Re-Enable automatic belt placement 2
2020-06-27 09:34:09 +02:00
Mike Winger
a96b4a290d
Fix tunnel incorrect delete bug
2020-06-26 20:00:44 -06:00
tobspr
42c569d91f
Implement saving and restoring belt paths
2020-06-26 18:24:02 +02:00
tobspr
9a6029279d
Disable some logging
2020-06-26 17:46:12 +02:00
tobspr
e594b6a4a7
Add belt rendering (very slow for now)
2020-06-26 17:28:19 +02:00
tobspr
a71c0b8039
Take 3 on the belt performance (+ tslint fixes)
2020-06-26 17:02:52 +02:00
tobspr
9ce912dbdd
Second take on belt performance
2020-06-26 16:31:36 +02:00
tobspr
192d1dbedb
Initial take on belt optimization
2020-06-26 13:57:07 +02:00
tobspr
7ca425c8f3
Fix belt rendering bug
2020-06-25 12:53:59 +02:00
tobspr
182b62d604
Add method to debug changed areas
2020-06-25 12:42:48 +02:00
tobspr
77ddef0170
Add more FPS to belt animation
2020-06-25 12:18:48 +02:00
tobspr
6677ff0a44
Initial take on wires
2020-06-24 22:23:10 +02:00
tobspr
7b15a256b5
Further improve belt placement performance
2020-06-24 20:36:15 +02:00
tobspr
12927ec0ff
Merge pull request #198 from Phlosioneer/remove-belt-cache
...
Optimize belt cache
2020-06-24 20:26:22 +02:00
tobspr
9789468c2d
Improve performance by caching area of changed ejectors
2020-06-24 20:25:43 +02:00
tobspr
b575bc4f41
Merge pull request #200 from Phlosioneer/ejector-cache-opt
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Optimize ejector cache
2020-06-24 19:41:49 +02:00
tobspr
f204189fdb
Refactor smart underground belt logic
2020-06-22 12:48:35 +02:00
Phlosioneer
f15cd5bcff
Rework to cache instead of serialize
...
Using lessons from other PRs
2020-06-17 15:38:39 -04:00
Phlosioneer
eb182d6e94
Fix lint issues
2020-06-16 22:48:29 -04:00
Phlosioneer
da24c472d7
Fix click and drag
...
Clicking and dragging can trigger up to 4 add/destroy signals, and it's
a common case.
2020-06-16 22:08:46 -04:00
Phlosioneer
aef96cff6e
Optimize ejector cache for common case
...
This commit optimizes the ejector cache for clicking and dragging belts,
or adding/removing a building. It's a big performance improvement for
large maps; on average, it only has to visit 60 slots per update,
compared to 20,000+ slots.
2020-06-16 21:50:16 -04:00
Phlosioneer
36cf28029e
Remove ejector cache; use slot caches instead
...
This is a small refactoring that removes the main ejector cache. The
cache is now tracked by slots and ejector components.
It avoids a large array allocation and many small object allocations,
but adds many small array allocations. It's net neutral for performance.
2020-06-16 21:11:26 -04:00
Phlosioneer
2341772425
Optimize belt cache for common case
...
Most of the time, we're adding/removing one building at a time. We don't
need to recheck every belt, only the ones near the changed belt.
2020-06-16 20:23:11 -04:00
Phlosioneer
8a50fdb392
Remove belt cache array; use BeltComponent instead
...
Removed the belt cache array. Follow-up belts are cached in the belt's
BeltComponent instead. This change also removes the recursive follow-up
search, which could cause a stack overflow for an extremely long belt
chain.
Saves one object allocation per belt per change, two very large array
allocations per change, many function calls, and belts are only visited
exactly once per change.
2020-06-16 19:56:09 -04:00
Phlosioneer
83a4928be5
Make miners cache mined item
...
Saves two chunk+tile lookups per update, and one chunk+tile lookup per
draw.
2020-06-16 16:02:29 -04:00
tobspr
b753187cde
Add setting to disable smart tunnels
2020-06-16 19:24:23 +02:00
tobspr
b8c3668d88
Placing underground belts now removes belts and other (unneeded) tunnels inbetween
2020-06-16 13:19:53 +02:00
tobspr
cda24ceb04
Refactor item acceptor system for huge performance improvement
2020-06-14 14:37:13 +02:00
tobspr
e95b055e10
Minor improvements to belt performance
2020-06-14 14:20:35 +02:00
tobspr
bd944ea758
Update german translation
2020-06-12 12:06:57 +02:00
tobspr
15877f3040
German translations, minor improvements
2020-06-11 19:17:06 +02:00
tobspr
1c717b0f37
Change hub texture and allow translating it, update stacker texture
2020-06-11 11:29:38 +02:00
tobspr
ffd011ac45
Preparations for the trailer
2020-05-30 17:50:29 +02:00
tobspr
dfe1e64b27
Further blueprint improvements
2020-05-27 15:03:36 +02:00
tobspr
dc6c20b8f0
Improve unlock notification
2020-05-23 10:30:54 +02:00
tobspr
c6228f8d32
Allow toggling debug info and fix miners sometimes being incorrectly culled
2020-05-21 10:43:21 +02:00
tobspr
1577ebe48c
Add storage building
2020-05-20 15:51:06 +02:00
tobspr
14edac0f93
Fix wrong belt stats
2020-05-18 23:58:30 +02:00
tobspr
a42b625aa5
Fix multiple bugs in the belt system
2020-05-18 19:23:37 +02:00