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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
Commit Graph

71 Commits

Author SHA1 Message Date
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
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