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* Core: Better scaling explicit indirect conditions When the number of connections to retry was large and `queue` was large `new_entrance not in queue` would get slow. For the average supported world, the difference this change makes is negligible. For a game like Blasphemous, with a lot of explicit indirect conditions, generation of 10 template Blasphemous yamls with `--skip_output --seed 1` and progression balancing disabled went from 19.0s to 17.9s (5.9% reduction in generation duration). * Create a new variable for the new set created from the intersection
90 KiB
90 KiB