RimWorld

RimWorld

LightsOut
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Update: 7 Nov, 2021 @ 6:50pm

Stop debug spam in the log, nothing fancy here

Update: 7 Nov, 2021 @ 6:33pm

Decided to tidy up a bit and mark all of my "legacy" files as non-compiling, but it turns out I was playing an elaborate prank on myself and put the code that made wall lights compatible not in the "ModCompatibility.WallLights" folder, but instead in the Legacy folder.

Oh, also noticed a bug with the new way I was handling lights that made newly constructed lights not turn off in an empty room (which is really only a problem in dev mode since a pawn is usually required, so I mean yeah).

Update: 7 Nov, 2021 @ 10:27am

Fractional milliseconds are like crack, and I'm keeping them all for myself.

Mod runs better now, and I can't sleep for weeks.

Stay safe y'all :rocketrat:

Update: 6 Nov, 2021 @ 1:26pm

Misc. performance fixes. Nothing too crazy in here, shouldn't add any instability and shouldn't affect operation.

Shoutout to Rika Voort for accidentally teaching me how to actually profile lmao

Update: 24 Oct, 2021 @ 7:11pm

Apparently (bool)(bool?)null is illegal. Good to know.

How most people got by without that affecting them I will never know.

Update: 24 Oct, 2021 @ 7:30am

Turns out the last update traded the RegionAndRoomUpdater messages for "System.NullReferenceException" messages (whatever that means lmao).

So I went ahead and fixed that. To hopefully restore a little faith in me, I did have null checks on one of the RegionAndRoomUpdater lines, so you can be sure it was just negligence on my part, not idiocy :^)

Either way, this update should make the little juanlopez2008 that lives in your console quiet down!

Update: 23 Oct, 2021 @ 7:29pm

Hopefully stop the "RegionAndRoomUpdater" messages from appearing -- not that they were hurting anything, which they weren't.

I simply didn't like that they were just standing there, menacingly.

Update: 22 Oct, 2021 @ 4:56pm

For the dozens of you that enjoyed those "CoLlEcTiOn MoDiFiEd" messages in your console, I'm sorry... Instead of iterating through the collection that I obviously knew was susceptible to modification from another thread, I now make a copy of it. That should be much faster if it encounters an error and negligible if it doesn't.

I also fixed some issues with not respecting the mod settings, and also put guards in place that stop it from making a list (of all things in a room) and checking it twice. That probably wasn't happening a lot, but the possibility still wasn't great.

Update: 21 Oct, 2021 @ 4:54pm

Fix a possible race condition in the sleep detection code that might have made lights stay on when pawns went to sleep, and in the process fix a bug that caused pawns that go to sleep, then wake up, then go to sleep without leaving their bed to only turn the light off once -- long-term patients rejoice!

Also fix the fact that pawns turned the lights off when they went to sleep, even if you turned off light flicking in the mod settings.

Update: 20 Oct, 2021 @ 4:12pm

Rolling back the way I find lights to shut off. Theoretically it was way better, but in practice it seemed to have a lot of issues.

For the curious, I had changed it to look through the list of lights I already keep to locate all of the lights in a given room (if they even existed), but for various reasons that was unreliable, so I have to roll back to the old way, which was to check all Things in the room to see if they are lights.

Very weird, but not a dealbreaker by any means. Sleepy pawns should still be turning off the lights.