Infernal-Mobs
3 merged pull requests.
Performance
- #25 InfernalMobsClient reuses scratch Vec3 and AxisAlignedBB objects in getEntityCrosshairOver instead of allocating per frame. onPreRenderGameOverlay returns early when rareMobsClient is empty. - @boubou19
- Fixed: per-frame memory allocations in the health bar crosshair check
- #23 InfernalMobsClient initialises the rareMobsClient map as a final field and clears retainedTarget on a client WorldEvent.Unload. ISidedProxy.load is renamed to init, config loading is shortened in InfernalMobsCore, and SaveEventHandler calls removeEntFromElites directly. - @Alexdoru
- Fixed: client world memory leak
Internal / Refactor
- #26 Config fields in InfernalMobsCore (blacklists, drop lists, class maps, rarity and modifier count fields, health factor and others) changed from private to public so other mods can modify them without reflection. - @GDCloudstrike
Contributors
Everyone who authored, reviewed or co-authored a change on this page, with how many of them:
@boubou19 (2), @Alexdoru (1), @GDCloudstrike (1), @MLGfruitshoot (1), @Pxx500 (1)