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>
This commit is contained in:
2026-10-01 20:26:43 +02:00
co-authored by Claude Opus 5.5
parent 0b55d270e5
commit 7d341126e8
13 changed files with 381 additions and 231 deletions
+2 -2
View File
@@ -900,9 +900,9 @@ namespace MSCO
var candidates = new List<KeyValuePair<Rigidbody, bool>>();
var rootsByName = new Dictionary<string, List<Transform>>();
foreach (UnityEngine.Object o in UnityEngine.Object.FindObjectsOfType(typeof(Rigidbody)))
foreach (Rigidbody rb in SceneCache.Rigidbodies(1f))
{
var rb = (Rigidbody)o;
if (rb == null) continue;
Transform root = rb.transform.root;
List<Transform> roots;
if (!rootsByName.TryGetValue(root.name, out roots)) rootsByName[root.name] = roots = new List<Transform>();