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This system is only actually touched by the game a tiny handful of times during a round, yet it was the 4th top frametime consumer, because it was querrying every potentially networkable entity in existence on the maybe off-chance it was interacted with by a remote signaller. On a typical station, this is tens of thousands of entities, with strong linear scaling as the round time increases due to creation of new entities. I have tested this PR to verify that device links and signals still work, except now with 99.99% less frametime cost. <details><summary><h1>Media</h1></summary> <p>  </p> </details> 🆑 - tweak: Made significant performance improvements to device network systems. Co-authored-by: Eris <eris@erisws.com>
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6.2 KiB