Fix render burn#926
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Pull request overview
This PR makes render-cache reuse during save-and-reload explicit, so most reloads regenerate render state while join-point creation can still opt into cache reuse.
Changes:
- Adds
SaveReloadCacheModeand acacheModeparameter toSaveLoad.SaveAndReload. - Clears render/world cache patch state by default, while preserving the prior cache-copy behavior when explicitly requested.
- Updates async join-point creation to request cached reload behavior.
Reviewed changes
Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.
| File | Description |
|---|---|
Source/Client/Saving/SaveLoad.cs |
Adds cache-mode selection and applies/clears reload cache patch state accordingly. |
Source/Client/AsyncTime/AsyncWorldTimeComp.cs |
Uses cached reload mode when creating and sending join-point snapshots. |
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notfood
requested changes
May 18, 2026
| public static class SaveLoad | ||
| { | ||
| public static TempGameData SaveAndReload() | ||
| public static TempGameData SaveAndReload(SaveReloadCacheMode cacheMode = SaveReloadCacheMode.None) |
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Use a boolean instead, I don't see any scenario where the cache is anything but yes or no.
TempGameData SaveAndReload(bool cache = false)
notfood
approved these changes
May 18, 2026
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Summary
Fix render burn during hosting by making reload cache usage explicit.
What changed
Why
The render burn was caused by loading the render/world cache in cases where the game was creating or hosting a session, not performing the in-game reload path that actually benefits from those caches.