Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)
As the extra load will be low enough players can absorb it without hitting jumps.
Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)
As the extra load will be low enough players can absorb it without hitting jumps.
That is the goal :)
Since they basically dont effect anything in the main game loop, and now have their own chuck of memory, can updating them go on a separate thread, or would the overhead not be worth the savings in CPU?
They can effect the main game loop, as they can create effects, smoke, other entities, and anything else that is possible through the 'Trigger system'.
I.E. they are not visual only.
Awesome work! Is the particle system rework released already, or will it be delayed to 0.18?
It will be for 0.18
Can you do the rail system next? I have a large-ish rail network (large in size, not in complexity), and when I deconstruct some chunk of it, the UPS tanks like crazy. I get that there are probably a ton of precomputed data which need to be updated, but the same thing happens when I deconstruct rail segments that are not connected to the big network at all.
I am sure if you send Rseding a save file he will take a look