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Godot 4 port fixes #17
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hankedan000
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67fbd9e
use "Local Floor" reference space
hankedan000 7439662
improve cube cutting performance
hankedan000 13d984b
seems like this is a stale/unused setting?
hankedan000 db20eff
Fixes race condition in BackgroundImgLoader
hankedan000 68cd624
Fix unecessary repeated calls to trigger_haptic_pulse()
hankedan000 86feb9d
Fixes bug in impulse vector direction
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@leandrodreamer haha i see you've been making attempts at improving cube cutting performance recently too, and we have some conflicts.
I think the major issue with cubes leaking from the resource pool still exists on main (should probably retest though). I believe the big issue was that the scene_released signal was being disconnected here for no good reason, resulting in object not getting re-added to
_free_list
list after released(). This basically results in a pool object only ever getting used twice (i think) before the pool will become exhausted and start dynamically instancing entire new cube each time acquire() is called.There was a problem hiding this comment.
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Hm i see, i haven't noticed any performance issue on new cubes, even on web, but there may still be some issue if they stay in memory forever