You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Please explain your feature request to the best of your abilities:
It looks like SpawnPoint#drawParticle() is called for every single spawn point in memory, regardless of whether or not it's loaded. This is resulting in about 10k synchronous tasks being scheduled on my server. Seems inefficient. I've disabled the spawn point ring because of it, but given it's something enabled by default it might be worth optimizing.
The text was updated successfully, but these errors were encountered:
Please explain your feature request to the best of your abilities:
It looks like SpawnPoint#drawParticle() is called for every single spawn point in memory, regardless of whether or not it's loaded. This is resulting in about 10k synchronous tasks being scheduled on my server. Seems inefficient. I've disabled the spawn point ring because of it, but given it's something enabled by default it might be worth optimizing.
The text was updated successfully, but these errors were encountered: