THE BIG PERFORMANCE PATCH



Performance & Engine Optimizations

  • Hybrid Rendering Pipeline: Implemented hardware scaling (pygame.SCALED) for fullscreen mode to minimize CPU overhead. Windowed mode now utilizes optimized software scaling with correct aspect ratio preservation (letterboxing).
  • Background Physics Refactor: Rewrote Rain and Snow particle systems to utilize numpy for vectorized position updates, replacing iterative Python loops.
  • Multithreaded Physics: Moved particle physics calculations to a separate thread (ThreadPoolExecutor) to decouple simulation load from the main render thread.
  • Global Asset Caching: Implemented a global cache for particle textures to eliminate frame drops during theme transitions and boss entry.
  • UI Rendering Caching: Added surface caching for draw_text_with_shadow and draw_panel. Static UI elements and text are no longer re-rendered every frame.
  • Gradient Optimization: Replaced iterative line-drawing for gradients with hardware-accelerated surface scaling in card backgrounds and sky generation.
  • Physics Stability: Clamped visual delta-time calculations to prevent physics instability and object teleportation when game speed multipliers (e.g., NRG Drink) are active.
  • Module Loading: Optimized buffs.py resource loading to prevent redundant module imports during boss exclusion checks.

Bug Fixes

  • Boss Encounter (Jumper): Fixed a logic error where selecting a debuff triggered a turn reset, causing an infinite loop.
  • Boss Encounter (DLSS): Fixed an issue where the 500x500 resolution challenge resulted in stretched visuals. The renderer now correctly applies letterboxing to maintain the 16:9 aspect ratio.
  • Input Handling: Corrected mouse coordinate mapping to account for black bars/letterboxing in windowed mode, resolving "ghost button" issues where visual hitboxes did not match logical hitboxes.
  • Crash Fix: Resolved a TypeError in the Cloud class update method regarding missing arguments.

Files

Fortiori! 163 MB
14 hours ago

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