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Tweaks and speedup#6

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NathanKell wants to merge 14 commits intoHoneyFox:masterfrom
NathanKell:master
Open

Tweaks and speedup#6
NathanKell wants to merge 14 commits intoHoneyFox:masterfrom
NathanKell:master

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@NathanKell
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Plugin-side:

  • Switched to caching the results of reflection (and caching the fields once per game launch) to greatly reduce the frame time. Cache rebuilt whenever the number of parts on a vessel (or shipconstruct in the editor) changes.
  • Add engineIgnited checking to wrapper.
  • Fixed a bug where pressure-fed engines don't have to worry about ullage. They do.
  • Removed referenced DLLs from git

CFG-side:

  • This uses @pjf 's repack as the base for the gamedata files.
  • Set cfgs to not act if RF alone is installed (rather than only if RO is installed) -- it's up to an RF engine config pack to configure engines, including their ignitions.
  • Removed the pressurization cfg; RF has those fixes, and a non-engine-config-pack mod shouldn't be changing engine configs (the other half the file).

Updated version to 3.5, updated csproj to not copy referenced dlls. (Please fix back your reference paths, sorry about that).

* Calculations moved to FixedUpdate.
* The reflection was very slow. Now we cache RF tank data, and also
cache the fields and types permanently. Hopefully this will prove much
faster.
* Just because an engine is pressure-fed doesn't mean it's not subject
to ullage. It is. That has been fixed.
Let's actually set vesselTanks, shall we?
Also make sure it's not null before we containskey it.
* In RF, an engine pack is responsible for configuring engines, so EI
shouldn't touch things then, so change NEEDS[!RO] to NEEDS[!RF]
* Removed the pressurization file; RF now does ship with pressurized
tanks (all RCS tanks) and things other than engine configs packs
*really* shouldn't be changing engine ignitor configs in RF-land.
Only run ullage sim if we have to.
Also fix up logic when dealing with ignitor resources.
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