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# Description
I got baited by Ectoplasm, so I then spent 3 hours shaving off a
sizeable chunk of this game's performance cost, including by taking 3 of
the "Top 10 frametime consumers", and reducing their performance costs
by 99% each. Along with various examples of slimming down some of the
worst EQE's.
Oh, and I fixed EmitSoundOnMove being desynced with actual movement. As
part of making EmitSoundOnMove use 99% less CPU time, it was also
synchronized with the MoverController.
# Changelog
🆑
- fix: Fixed items such as tactical webbing, bell collars, and hardsuits
being desynced with character movement.
- tweak: Made various large performance improvements.
(cherry picked from commit 684e8175443167beb0e20e3323a05b5f493b3374)
24 lines
606 B
C#
24 lines
606 B
C#
using Robust.Shared.Audio;
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using Content.Shared.Inventory;
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namespace Content.Shared.Movement.Events;
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/// <summary>
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/// Raised directed on an entity when trying to get a relevant footstep sound
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/// </summary>
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[ByRefEvent]
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public record struct GetFootstepSoundEvent(EntityUid User)
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{
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public readonly EntityUid User = User;
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/// <summary>
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/// Set the sound to specify a footstep sound and mark as handled.
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/// </summary>
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public SoundSpecifier? Sound;
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}
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public record struct MakeFootstepSoundEvent : IInventoryRelayEvent
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{
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public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
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}
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