Jools wrote:Since my response was disputed, I should add that I didn't test it, but I don't see why it wouldn't work.
That 'no' answer was directed to me and is correct. Your solution doesn't disable it, only makes it less frequent, which while still useful, isn't exactly what I asked. The issue is also that you can't enable/disable it while actively running Spring, but would require a restart.
Silentwings wrote:You can probably find out what is taking the time with /debug.
Hm, looks like it's mostly Lua. Achieving any greater optimization will be an interesting task...
jK wrote:
1. for a map editor you normally have `fake` movedefs making pathupdate very fast
Aye, for a number of reasons, it's turning likely that I'll also make a non-game map editor mod, without all the units. That said, I'd still allow map editing normally for stuff like Scened-BA.
jK wrote:
2. pause the game
(yes, you can still do synced changes while the game is paused)
I didn't know that. I would actually disable (emp shock) all units so they wouldn't do anything while editing.
I probably shouldn't be as surprised, my original thinking was when I was still learning how to write widgets/gadgets.
It's currently not usable when paused, since I'm delaying some calls to be executed in the next GameFrame, because some callouts can't be done in the current callin (it's not possible to do some/most sync changes in gadget:RecvLuaMsg for example). However, at the time of my writing, I didn't consider delaying to Update could work just as well (admittedly I haven't tested that it really does work yet).