Crisp launcher (sizes and fonts scaled in screen pixels instead of a GUI matrix), fps command and display, fewer hitches (staggered scans, shared rigidbody scan, crash-damage mesh reads only after impacts, rarer vehicle fx lookups, cached display prefs)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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-1
@@ -50,11 +50,12 @@ namespace MSCO
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foreach (Hinge h in hinges.Values) StopDriving(h);
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hinges.Clear();
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seen.Clear();
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nextScan = 0f;
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nextScan = -1f; // erster Suchlauf verteilt, siehe Update
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}
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public void Update(ObjectSync objects, int localId, Vector3 playerPos, float dt, Action<MsgType, byte[]> send)
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{
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if (nextScan < 0f) nextScan = Time.time + 1.7f; // nicht alle Sync-Teile im selben Frame suchen lassen
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if (Time.time >= nextScan)
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{
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nextScan = Time.time + ScanInterval;
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