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Causeless
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Nov 9, 2023
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- Cache lua scripts instead of reparsing them every time an MO is created. Completely avoids Lua parsing time and also speeds up general Lua execution, as LuaJIT has an easier time optimizing code without it's work being thrown away.
- Added whitelisting for pathfinding navigatable areas, so we can restrict the search space in very large maps.
- MT scripts now track their MOs. Avoids pointless looping through MOs searching for ones that belong to us, and allows us to track which MT script state is the least saturated so we can load-balance script assignment.
- F2 to reload scripts now reloads scripts on all objects added to the simulation, instead of only affecting new objects.
- Fix issue where performance graph text was overlapping.
…ering. TODO, clean up multithreaded-sim-and-render and take all the nice stuff we want from there!
…y script function invocation
…place, they spawn on top of each other
…he same place, they spawn on top of each other" Actually think it looks better without it This reverts commit b44d62c.
…ink of this before)
…C during script reload
…tions, not just those asked for?)
…emory allocations
Not necessary and better to remove the memory overhead This reverts commit eece89a.
* Avoid copying registered MOs lists * Direct function calls instead of recursive flow for multithreaded scripts Update and SyncedUpdate * Double number of threaded lua states
…rtex-command-community/Cortex-Command-Community-Project-Source into pathfinding-nav-optimizations
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