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The VAB undo implementation


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What are you talking about? All it needs to do is remove the one part. If it has no problem adding the part, why should removing the part be a big deal? No, I won't be being a new PC for this game that is coded to only use a fraction of its capabilities. How about coding more efficiently? I could have an large file open in Photoshop and that doesn't mean it has to take 30 seconds to undo an edit I made because efficient coding. Buy a new PC? Yeah right.

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What are you talking about? All it needs to do is remove the one part. If it has no problem adding the part, why should removing the part be a big deal? No, I won't be being a new PC for this game that is coded to only use a fraction of its capabilities. How about coding more efficiently? I could have an large file open in Photoshop and that doesn't mean it has to take 30 seconds to undo an edit I made because efficient coding. Buy a new PC? Yeah right.

Don't take this as gospel, but I'm sure what's going on is the game is reloading an entire craft from history. So, even if you're only undoing the removal or addition of one part, you're reloading the entire everything each time.

In Photoshop, that takes next to no time because you're dealing with bitmaps that are very quick to load or copy. Adobe have also had many, many years and versions to get their software working quickly.

With complex data structures like a craft though, it probably takes a little longer to load and rebuild everything. Add to that everything's done in managed code, atop a pretty hefty game framework, and you can see where slowness might creep in.

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