[EXPERIMENTAL] Decreases Shrapnel looping (might reduce lag)#12196
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Venuska1117 wants to merge 1 commit into
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[EXPERIMENTAL] Decreases Shrapnel looping (might reduce lag)#12196Venuska1117 wants to merge 1 commit into
Venuska1117 wants to merge 1 commit into
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About the pull request
Tries to decrease amount of code looping in hope of decreasing amount of code checked.
There might be some unintended side effects but i am unable to test it on private instance if it comes to actually reducing lag or not.
Explain why it's good for the game
The shorter the loop, the less time is needed to process (i hope this is how it works)
Testing Photographs and Procedure
Did check with debug and breakpoints, and this was the result:
Previous code:
Amouts of breakpoints called during hedge ravager spike_shed ability.
Prototype code:
Amouts of breakpoints called during hedge ravager spike_shed ability.
Tried OB in dense surrounding on almayer, on old and new code, and new code showed around 1s decrease on HE OB blast spread (disipates quicker/quicker spreads)
>Old shrapnel code vs OB HE:
2026-05-10.19-18-18.mp4
>New shrapnel code vs OB HE:
2026-05-10.19-23-23.mp4
Of course this statistics of HE OB are mostly impacted by how many shrapnels are decided to be spawned, but from 3 tests it average to 1 second decrease.
I can be mistaken on this whole thing, i am not code genius to explain it in amazing way, but there are some noticable improvements when tested on HE OB.
Changelog
No player facing changes.