更新:新多线程系统已上线!

0 点赞
戴森球计划
转载

工程师们,好久不见! 在过去的几周里,我们共同完成了新多线程系统的公开测试。非常感谢所有积极参与测试并分享反馈的玩家——你们的耐心和宝贵意见帮助我们逐步提升了系统的稳定性和效率。 今天,我们很高兴地宣布:旧多线程系统已正式停用,新系统现已上线! 为了帮助大家充分利用新系统,我们准备了一份《多线程设置指南》。

game_id1366540

提供针对不同硬件和需求定制的多种核心绑定策略。我们希望这能帮助您获得更流畅、更稳定的游戏体验,并显著提升性能。 如果遇到任何问题,请查阅指南作为参考,或加入我们的官方Discord服务器,在#bug-report频道进行报告。我们的团队将尽快查看并解决问题。 除了新的多线程系统外,我们还进行了多项游戏优化和更新。 以下是今日完整更新日志:版本0.10.33.26934 [新增内容] ● **在[蓝图模式]中添加地基复制粘贴功能**:在[蓝图复制模式]下创建包含地基数据的蓝图,并在[蓝图粘贴模式]下粘贴地基。### 《戴森球计划》更新内容 1. **新增内容** - 在【大规模建造】科技下添加了【蓝图地基数量上限】升级,以提升蓝图地基容量。 - 在【地表改造模式】中,按住【Shift】键可沿经纬线拖放直线地基。 - 为【特斯拉塔】【风力发电机】【太阳能板】【蓄电器】和【射线接收器】新增矩形拖拽建造功能(按住【Ctrl】键)。 2. **调整与优化** - 【研究队列】中的科技支持拖拽重排序。 - 优化了【仪表盘】中的矿脉统计图表,现在可查看矿脉最低储量;即使图表中所有矿脉已耗尽,仍会显示矿物类型。 - 【仪表盘】中的大多数图表新增【持续追踪】功能。点击该按钮可在主场景中持续追踪图表目标。 ● 修改了【统计面板】中的电力选项卡,新增了【行星护盾充电功率】的统计数据。 ● 启用电网可视化后,现在在电力节点建筑的预建造阶段会显示覆盖区域。 ● 更新了【电磁轨道弹射器】、【垂直发射井】、【能量交换器】以及【人造恒星】等发电设施的建筑面板,以显示增殖剂效果,优化了应用前后的对比。 ● 拆除或升级时,未勾选的建筑类型将被忽略,可直接点击选择其后方符合条件的建筑。[Bug修复] ● 修复了[干扰塔]在保存并加载游戏数据后相位偏移可能不一致的问题。 ● 修复了沙盒模式下移除植被时意外删除行星视觉效果的问题。 ● 修复了沙盒模式下区域矿脉移除过程中可能出现错误的问题。 [功能更新] ● **对[多线程系统]进行了彻底改造**。新的多线程系统能更高效地发挥性能潜力,在大型工厂场景中带来更显著的帧率提升。 ● **[游戏设置]**:新增了针对新多线程系统的高级设置选项。高级设置包含[主线程绑定策略]、[工作线程绑定策略]、[线程阶段等待策略]以及[线程帧等待策略]这4种可自定义策略。玩家通过自定义这些策略,能够更好地利用全新的多线程系统。 ● **对[统计面板]性能测试进行了全面革新**。全新的性能测试与经过重构的游戏核心逻辑相兼容,可帮助玩家更好地分析游戏性能开销。 ● **新增[性能深度分析器]**。玩家可通过点击性能测试(CPU)中的[深度分析]按钮来使用该工具。它能提供所有游戏逻辑的实时运行数据,让玩家直接观察游戏核心逻辑的执行方式与效率。 ● 重新制作

● 现在可以设置阴影投射

现在可以设置地面黑雾残骸的最长持续时间

● [Statistics Panel] Production: Added sorting by ascending / descending consumption rate. ● [Build Menu] Upgrade Facilities: Added upgrade/downgrade by 3 levels functionality. ● [Blueprint Library]: Added [Facility Only] button. When pasting a blueprint code, information related to the blueprint such as description will remain unchanged. ● [Sandbox Mode]: Added [Instant Dismantle] in sandbox tools. When enabled, dismantling a building will destroy all items inside and return the building only. ● Add 3 [Monitor Mode] for Dark Fog Monitor in [Starmap]. Now it can monitor Dark Fog Space Hives and Planetary Bases in other planets or planetary systems. (This setting will not import or export to gamesave due to maintain the consistency of archived data of test branch and main branch.) ● [Mecha Panel]: Add [Auto Replenish Warper]. After enabled, it will replenish warpers from Inventory to mecha if mecha ran out its warpers. (This setting will not import or export to gamesave due to maintain the consistency of archived data of test branch and main branch.) ● Added custom thread affinity mask functionality, which can customize CPU binding strategy for each thread. It can be accessed through the [Performance Deep Profiler] or advanced settings for the multithreading system. [Optimization] ● [Ray Receiver] logic now uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization. ● [Power System] updates in worker threads synchronize with [Logistics Station Conveyor Inputs] in the main thread, improving CPU core utilization and operational efficiency. ● [Dark Fog Ground Towers and Units] logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency. ● [Various Factory Facilities] logic uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization. ● [Sorter], [Conveyor Belt], and [Cargo Rendering] logic adopt Dynamic Allocation Strategy in multithreading, improving CPU core utilization. ● [Sorter] logic updates in worker threads synchronize with [Storage Tanks], [Enemy Animations], and [Trash] in the main thread, improving operational efficiency. ● [Splitter], [Automatic Piler], [Spray Coater], [Monitor], and [Logistics Station Conveyor Outputs] logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency. ● Core logic of [Turrets] added to multithreading with Dynamic Allocation Strategy. Updates synchronize with related positional logic of [Dyson Swarm] and [Dyson Sphere] in the main thread, improving CPU core utilization and operational efficiency. ● [Rockets] use Dynamic Allocation Strategy in multithreading and synchronize with [Sector Management] in the main thread, improving CPU core utilization and operational efficiency. ● [Statistics] added to multithreading and synchronized with [Warning System] in the main thread, improving CPU core utilization and operational efficiency. ● [Solar Sail Projectile] added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency. ● [Logistics Station Conveyor Inputs] logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency. ● Swapped the execution order of the [Lab Transfer Logic] and the [Logistics Station Transport Logic] within the same barrier. Since the [Lab Transfer Logic] adopts a Dynamic Allocation Strategy, executing it last within the barrier can improve CPU core utilization. ● Optimized the space-searching algorithms for both the [Ground Defense] and [Turret] , improving CPU runtime efficiency. Additionally, enhanced the [Turret] kill efficiency against space units. [Changes] ● [Statistics Panel] Power: Facilities not connected to a power grid will no longer be recorded in power demand. ● When opening the [Blueprint Library], it now defaults to the latest browsed folder from current session. ● [Replicator] Recipe tip now only displays the formula for that recipe, and no longer shows all formulas for this item. ● Optimized the pop-up position of [Dashboard] tooltips to ensure that the content is not obscured by other UI elements. ● Adjusted the box colliders of miniature particle collider. After dragging to build, it allows a Tesla Tower to be built between two miniature particle colliders. ● The maximum level of [Communication Control] has been modified to 88. ● Click the in-game clock in the bottom-right menu to toggle between 12-hour clock and 24-hour clock. ● Optimized the overhead of scheduling in the multithreading logic of the Power System and Trasnport System. ● The multithreaded logic of Splitters implements a post-barrier in sandbox mode to prevent corruption in some digital circuit save files. ● When a Dyson Shell absorbs solar sails, it prioritizes starting with the solar sails that have the shortest remaining life. [Bugfix] ● Fixed an issue where opening the Dyson Sphere Panel (Y) while the Dashboard was active could cause incorrect background colors on side UI elements. ● Fixed mouse wheel zoom responsiveness in the Dyson Sphere Panel (Y) when accelerating logic frame rates in outer space. ● Fixed incorrect display of the 3×1 layout of [Facility Storage Stats] for conveyor belts and logistics stations in the Dashboard. ● Fixed a bug where the number of [Facility Storage Stats] for storage tanks is incorrect after selected monitoring current and overhead facilities. ● Fixed a bug where destroying space units such as Relay Stations and Lancers may leave black shadows at the original location. ● Fixed a bug where disabling the construction function of mecha construction drones might cause an error. ● Fixed an issue on the [Load Game Panel] where pressing [Esc] after clicking “Load” would exit the entire panel instead of just closing the dialog. ● Fixed a bug where "Matrix" text fails to highlight when the mouse quickly moves across different matrices in the [Matrix Lab Panel]. ● Fixed a bug where some plants are missing icons in [Combat Tab]. ● Fixed a bug where abnormal detection could be incorrectly triggered upon reaching extremely high mineral utilization levels. ● Fixed several UI layering issues. ● Corrected various localization text. ● Fix text display issues in the Performance Test panel when CPU real-time monitoring is disabled. ● Fixed incorrect key mapping issues for non-QWERTY keyboards. ● Fixed a bug where the soil pile consumption amount was incorrect when blueprint pasting under certain situations. ● Fixed a bug where the camera will respond incorrectly when mouse scrolling in the [Update Log Window]. ● Fixed a bug where taking a Laser Turret from the inventory and placing it over an existing one or its preview hologram would disable the attack priority settings for all enemy types. ● Fixed a bug where when removing nodes in a power grid with a large number of nodes may cause stack overflow. ● Fixed the inconsistent power grid connection relationship after removing a shared building that connected more than 24 independent grids. ● Fixed a bug where the amount of soil pile consumed was displayed or calculated incorrectly when using foundation to fill in a Dark Fog Core Driller. ● Fixed a bug where Solar Sail bullets were rendered at incorrect positions in single-threading mode. ● Fixed a bug where the [Logistics System] segment in the CPU pie chart of the performance test could have an incorrect position or length. ● Fixed a bug where the tip may be incorrect when entering Blueprint Paste Mode.