linuxgurugamer

Members
  • Content count

    5880
  • Joined

  • Last visited

Community Reputation

3418 Excellent

About linuxgurugamer

  • Rank
    The light at the end of the tunnel may be an oncoming dragon

Recent Profile Visitors

9018 profile views
  1. New release, 0.2.15.6: Fixed memory leak of multi megs a sec when the toolbar was displayed, by limiting the updating of the toolbar icons to once every 5 seconds This change essentially eliminated the leak. Testing showed a leak of 2-3 meg per second, after the change, it was unnoticable. It's possible that Unity wasn't able to do garbage collection, but now can. It's a result of the need to check to toolbar buttons of mods to see if any mod updated the icon. This change reduces the responsivity of those icons, but should be reasonable.
  2. The following code, which is called at leat 30-40 times a second, causes a memory leak of 1-2 meg a second. Essentially, it was being called 2-4 times every time through the OnGUI function: static Color32[] pixelBlock = null; static RenderTexture rt, origrt; public Texture2D GetButtonTexture(Texture2D img) { Texture2D img2; // see: https://docs.unity3d.com/ScriptReference/Texture2D.GetPixels.html try { pixelBlock = img.GetPixels32(); img2 = new Texture2D(img.width, img.height, TextureFormat.ARGB32, false); img2.SetPixels32(pixelBlock); Log.Info("GetPixels32 loaded image"); } catch (UnityException _e) { img.filterMode = FilterMode.Point; rt = RenderTexture.GetTemporary(img.width, img.height); rt.filterMode = FilterMode.Point; origrt = RenderTexture.active; RenderTexture.active = rt; Graphics.Blit(img, rt); img2 = new Texture2D(img.width, img.height, TextureFormat.ARGB32, false); img2.ReadPixels(new Rect(0, 0, img.width, img.height), 0, 0); Log.Info("GetPixels32 had Exception, img name: " + img.name); RenderTexture.ReleaseTemporary(rt); RenderTexture.active = origrt; } img2.Apply(); return img2; } I don't know why, can someone who knows more than I do about Unity explain it? and maybe how to fix it? This is from The Janitor's Closet, in the JanitorsToolbar.cs file I can say that the no exception is thrown, it's always in the try block. Thanks in advance.
  3. Can you explain how you determined the self destruct not working when countdown timer not visible? Thanks
  4. New release, 0.1.19: Fixed TweakableDockingNode shield code to only activate on shielded ports, not all ports with animation Added OPT docking ports
  5. Yes, that was the "Added OPT docking ports"
  6. Tweakable Everything has been updated with the fixes. @CobaltWolf Looks good, but GET TO THE PAPER!!!!!
  7. New release, 0.1.19: Fixed TweakableDockingNode shield code to only activate on shielded ports, not all ports with animation Added OPT docking ports
  8. I can confirm the memory leak, I'm looking into it now
  9. Oh, so that's why I didn't recognize them. I don't use that revamp
  10. REally? Then it must be the fact that it's enlarged on screen. So I'll definitely be keeping an eye on this.
  11. I got that. And, I've seen, up close and in person, a gemini and mercury rockets. Don't get me wrong, I'm not criticizing, just offering up my opinion. Others may (and most likely do) feel differently And frankly, I can see using these in a storyline, one where there are two competing space programs. By using these parts, it would definitely have a different flavor than the stock parts
  12. Fusebox was updated this morning, please let me know if it happens again after you update
  13. Please let me know if it happens again
  14. I got that. And, I've seen, up close and in person, a gemini and mercury rockets.
  15. With the latest patch or not? New release, 0.1.5: Fixed issue of losing control of probes after switching away from them and then back. This also showed up if you put a probe on the launch pad, left the scene and came back