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This avoids an issue where the skins array takes up a fixed, but large amount of memory at runtime. On x86_64 linux, that array is roughly 80 megabytes in memory, most of which is unused when the game is unmodded. Instead, we treat `skins` as a dynamically resizing array, and it is an array-of-pointers into separate allocated `skin_t`. This is based on Lactozilla's skin limit MR for SRB2, but I've rewritten it because RR has diverged quite a bit. This was verified to check every access of `skins` by using clangd's find-all-references function. However, I have only tested plain skins, not Lua addons, so that could afford some extra checking. |
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| .. | ||
| vm | ||
| acsvm.hpp | ||
| call-funcs.cpp | ||
| call-funcs.hpp | ||
| CMakeLists.txt | ||
| environment.cpp | ||
| environment.hpp | ||
| interface.cpp | ||
| interface.h | ||
| stream.cpp | ||
| stream.hpp | ||
| thread.cpp | ||
| thread.hpp | ||