reduce allocations in explosion damage calculations - #6655
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xpncvr wants to merge 1 commit into
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Collaborator
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the choice to allocate a though if it can be profiled/benchmarked to significantly improve performance this way i will concede |
Author
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Yeah fair enough its not worth it then, the difference is negligible I profiled it. |
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Type of change
Description
Reduced allocation overhead in
DamageUtils:getExposurereuses a singleVec3andExposureRaycastContextinstead of creating both per rayprotectionReductionhoists its map allocation out of the armor slot loop. Noclear()is needed becauseUtils.getEnchantmentsalready clears the mapThis drops every
crystalDamage/bedDamage/anchorDamagecall from 94 temporary objects to 3 for a standing player hitbox.Related issues
None
How Has This Been Tested?
Verified that rendered crystal damage is still the same in game
Checklist: