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Sorry about the delay, I had implementation like 90% done and then forgot about it.
I've tested the optimizations, and they seem to function fine, but I can't really tell how much it improved performance. Further optimization is likely all going to squeeze out maybe a few microseconds total; I can't really tell a difference between the before and after in-game, like I could with The Big Fix™.
They might help a little bit if you're doing HUGE fights at long range?
Testing fifteen pawns with rifles vs a 10k point raid:
- Dub's Performance Analyzer puts average call time for the patch at ~15-30 microseconds with vanilla assault rifles.
- With range at ~300, average call time only goes up to ~300 microseconds.
Q: Did it further help with TPS on crowded maps?
The mod's TPS issue on crowded maps was already fixed in the previous update. It should be much, much faster than it used to be.
Thank you for the kind words, but the vast majority of this mod was done by the original author, Falconne. I have adopted it for maintenance, and only made some minor adjustments to try and optimize.
Those seem like good suggestions for optimizing it even further, thank you very much! I'll test them sometime soon.
To give something back, I found a couple of ways to optimize your GetFireCone function that should give a really nice performance boost.
Here's an image explaining the ideas: https://postimg.cc/sQy6GsKB
And here's the code changes you'd need: https://justpaste.it/6kn41
In testing, this update made me able to maintain 60TPS (8-10ms/t) with 15 friendlies and 120 enemies in combat.
The previous version brought me down to <30TPS (well over 40ms/t) in a similar situation; less than half of the target TPS for 1x speed.
Removing friendly fire entirely makes REALLY cheesy tactics possible, like a pawn stopping raiders at a door while getting friendly bullets sprayed straight through them. It just makes your pawns better with no consequence. Positioning relative to the gunners matters a lot less.
This mod instead makes your pawns smart enough to NOT shoot near each other (unless specifically told to). It's similar, but not the same. Your firing line will stop firing when a pawn moves in between them and their target. In order to prevent friendly fire, you lose out on possible damage.
@Bakker Joop: this mod is very different from disabling friendly fire. It allows you to tell your pawns to not fire if there is a chance of friendly fire.