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[Performance] Removed a timer where clients would constantly calculate light amount on equipment every 600ms, instead clients will update light when changing equipment or entering a zone
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@ -3,6 +3,8 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 03/28/2017 ==
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== 03/28/2017 ==
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Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
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Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
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as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
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as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
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Akkadius: [Performance] Removed Clients constantly calculating light amount on equipment every 600ms, instead clients will update
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light when changing equipment or entering a zone
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== 03/27/2017 ==
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== 03/27/2017 ==
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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@ -153,7 +153,6 @@ Client::Client(EQStreamInterface* ieqs)
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anon_toggle_timer(250),
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anon_toggle_timer(250),
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afk_toggle_timer(250),
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afk_toggle_timer(250),
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helm_toggle_timer(250),
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helm_toggle_timer(250),
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light_update_timer(600),
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aggro_meter_timer(AGGRO_METER_UPDATE_MS),
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aggro_meter_timer(AGGRO_METER_UPDATE_MS),
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m_Proximity(FLT_MAX, FLT_MAX, FLT_MAX), //arbitrary large number
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m_Proximity(FLT_MAX, FLT_MAX, FLT_MAX), //arbitrary large number
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m_ZoneSummonLocation(-2.0f,-2.0f,-2.0f),
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m_ZoneSummonLocation(-2.0f,-2.0f,-2.0f),
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@ -1478,7 +1478,6 @@ private:
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Timer anon_toggle_timer;
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Timer anon_toggle_timer;
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Timer afk_toggle_timer;
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Timer afk_toggle_timer;
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Timer helm_toggle_timer;
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Timer helm_toggle_timer;
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Timer light_update_timer;
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Timer aggro_meter_timer;
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Timer aggro_meter_timer;
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Timer npc_close_scan_timer;
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Timer npc_close_scan_timer;
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@ -251,15 +251,6 @@ bool Client::Process() {
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}
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}
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}
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}
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if (light_update_timer.Check()) {
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UpdateEquipmentLight();
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if (UpdateActiveLight()) {
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SendAppearancePacket(AT_Light, GetActiveLightType());
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}
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}
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/* Build a close range list of NPC's */
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/* Build a close range list of NPC's */
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if (npc_close_scan_timer.Check()) {
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if (npc_close_scan_timer.Check()) {
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