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Remove some control spacers from editor. #80578
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lot's of files have been changed, while I already have tested most of them here https://github.com/WhalesState/pixel-engine but this will need more testing to insure that nothing have changed, also the 3d plugins are untouched yet. |
Why? |
https://github.com/godotengine/godot/actions/runs/5845316423 you can compare this with any other build that was produced on github. |
So the reason is that spacers are taxing on performance? This is a good find, but I think even now, most people will prefer spacers with slightly worse performance, over no spacers and slightly better performance. Spacers are important to improve the appearance of Godot and help with visual grepping. To me this looks more like a reason to look into optimizing spacers or StyleBoxLine instead. (edit: I confused spacers and separators, but pretty much the point holds) |
i already have made another comparison with the 4.2 dev editor build and this action editor build https://github.com/godotengine/godot/actions/runs/5845316423, and again this happens, you can explain it better than me. |
the control spacers do a job that the control size flags do, so simply instead of using a spacer you can use size flags like this. |
Are those comparisons of two identical build setups, or is one the artifact and one the default published build? |
one is the recent 4.2.dev official release and the other one from this github actions artifacts https://github.com/godotengine/godot/actions/runs/5845316423. do you still think i was wasting my time ? I'm just running the same project. |
And you are running windows? |
yes, Windows 10 home latest release and everything is up to date. |
They are not equivalent builds, compare with https://github.com/godotengine/godot/actions/runs/5830575651 for example I ran your latest changes, and there's no reduction in RAM at all, in fact it is about 40 MB higher for the equivalent context, though I am not doing repeatable testing, but no massive reduction Further, a number of controls now look much less clean and more stretched out, compare before and after for connect for example, which just shows the reason we do use spacers and why they can't just be ignored: After: |
So in order to get the performance boost you have to have the engine running a game instance, then you don't think that's what is relevant there? Not the spacers? Probably caused by shared data between the two instances since they run the same data In fact, does the process memory for the one process increase when you run the second instance? I.e. does the one with 624 MB drop if you exit the one running from the 173 MB one |
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I'm still not really convinced about usefulness of this change, but I guess it can pass as code cleanup. Proper size flags are equivalent of spacers and do not change anything visually, so it's fine.
Needs rebase.
Yes, just a small cleanup, since spacers are usefull but we should not overuse them. |
Can you tell me how you all do rebase ? 😆 |
This is the first time to do the rebase correctly, but it didn't include the new changes since i was rebasing from my master branch while i already have updated it, so now i know i should rebase from the |
this fixes: #80577