Comments (9)
It's not necessarily a "cache", a scrolling list used to only initialize the items in the view as soon as they were "in view".
That was removed in favor for allowing dynamic element sizing, which would void that logic.
So I guess we're going to have revert that.
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We probably want to revert it first. And then we will have time to slowly think how we can do this more dynamically on a "need to know basis"
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@Nightenom we got several of those reports with the newer blockui versions
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This could potentially be due to a change I made to scrolling lists, where all items are instantiated at the start in order to allow for dynamic element size.
However I'm pretty sure the min stock list is supposed to be empty at the start.
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This could potentially be due to a change I made to scrolling lists, where all items are instantiated at the start in order to allow for dynamic element size.
However I'm pretty sure the min stock list is supposed to be empty at the start.
It is empty. Clicking add triggers the bug or did you mean the search list ... if you mean the search list no it seems to list things numerical to alphabetical in ingredients list. Example my pack as 44 ammo so that is always on top.
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Yeah then this is probably due to the fact that min stock renders every single possible item in the game.
So on open it's stuck making potentially thousands of items before it can show.
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So my theory of it is re-caching everything on open is not far off? Who knows maybe I will be a coder yet :)
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What about modifying the system to use pages so you limit spawn of things in beginning to 40 items and then all other things are indexed in 40 slot pages like a book. That way regardless to ui you could still allow dynamic ui window resizing? If people need to fast lookup they can use search function.
In another theory why not allow item lookup through JEI when present? That way they can change things and you can offload the heavy lifting to JEI/REI/EMI
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List virtualization is tricky, especially if you want to be able to randomly scroll to the end of the list without loading anything in the middle. It's much much simplified if all items are fixed size.
Possibly related: I've noticed (prior to these changes) that when using the Replace list in the scan tool, quickly scrolling all the way to the end, then clicking on a block select button, results in selecting the wrong block. Clicking on the "same" button selects a new wrong block each time, until it eventually "catches up" and selects the correct block.
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Related Issues (20)
- Dropdowns that exit UIs don't work HOT 1
- Nested elements
- problem BlocUI HOT 1
- Recheck setters and getters
- [bug] Project MMO Cannot Detect Interface is Active HOT 6
- Improvement: Switchview should only trigger updates in it's currently active page, not all of them HOT 1
- [BUG] Forester settings crash HOT 1
- [BUG] [1.19.2] Client Crash to Desktop HOT 2
- [BUG] Wonky Entity Shadows HOT 7
- Missing Images do Boom HOT 1
- BlockPixel Resource pack causes: java.lang.RuntimeException: Can't parse xml at: minecolonies:gui/citizen/windowinteraction.xml when interacting with MineColonies entities HOT 4
- In text item icons
- Drag and Drop editing HOT 2
- Crash on use of shape tool
- Fix textoffset in 1.20.4 HOT 1
- Support "empty texts" in scrolling lists HOT 2
- Allow Config to change the width/height of the UI (not zooming) HOT 2
- Manual in-game resizing
- [BUG] When removing yourself or someone else from the permissions tab crashes the client HOT 2
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