Update — Performance & Weapons Polish
Performance
- Shrapnel pooling — Multiple asteroids shattering at once (e.g. from a nuke) no longer causes frame drops from mass instantiation.
- Adaptive quality tiering — Changed the thresholds to reduce effects when FPS start to drop.
- Singularity — Batched drawing to speed up the rendering of these.
- Shrapnel — Cached some math at spawn instead of recalculating every frame.
Gameplay & Fixes
- Shrapnel included in blast calculations — Mines, missiles, and force nukes now properly destroy shrapnel within their blast radius.
- Gamepad disconnect handling — Disconnecting a controller now rescans for remaining devices instead of assuming none are connected.
- Population safety caps — Added maximum limits for bullets, missiles, mines, and singularities to prevent runaway spawning. Most players should never hit these limits
As always, thank you for playing Idle Asteroids!