-
Notifications
You must be signed in to change notification settings - Fork 80
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Change ObjectInspector to work via object selection #208
base: master
Are you sure you want to change the base?
Conversation
Yes
Copying is fine if can't be moved out easily
No
Try running very high object count maps and see how big of a performance hit you get. If it's negligible and your system is more or less average it should be fine I think |
Known issues:
First two are most likely because of how pooling in Taiko works Don't know how to fix the issues, and they're not critical, so waiting on commentary of this situation |
PerformanceCalculatorGUI/Screens/ObjectInspection/Catch/CatchObjectInspectorRuleset.cs
Outdated
Show resolved
Hide resolved
It was broken after pooling implemented because the size of the note was updated after the outline was loaded with size assigned
… that did nothing
there are comments that are lying that "potential room for pooling" when pooling is already implemented
… into pp_dev_helper
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
|
||
#nullable enable |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
In general we don't #nullable enable
in new files.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm planning to go over the whole project and enabling nullables everywhere after I'm done refactoring this pr
Known issues:
First two are most likely because of how pooling in Taiko works
Third is because of some internal catch playfield behavior (didn't found where the fade is applied)
Don't know how to fix the issues, and they're not critical, so waiting on commentary of this situation