Fix Combat End and split combat + performance. (#30)
Co-authored-by: defnotken <itsdefnotken@gmail.com> Reviewed-on: #30 Reviewed-by: cake <cake@noreply.git.lightless-sync.org>
This commit was merged in pull request #30.
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@@ -236,7 +236,7 @@ public sealed class CharaDataNearbyManager : DisposableMediatorSubscriberBase
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}
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}
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if (_charaDataConfigService.Current.NearbyDrawWisps && !_dalamudUtilService.IsInGpose && !_dalamudUtilService.IsInCombatOrPerforming)
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if (_charaDataConfigService.Current.NearbyDrawWisps && !_dalamudUtilService.IsInGpose && !_dalamudUtilService.IsInCombat && !_dalamudUtilService.IsPerforming && !_dalamudUtilService.IsInInstance)
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await _dalamudUtilService.RunOnFrameworkThread(() => ManageWispsNearby(previousPoses)).ConfigureAwait(false);
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}
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@@ -253,7 +253,7 @@ public sealed class CharaDataNearbyManager : DisposableMediatorSubscriberBase
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return;
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}
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if (!_charaDataConfigService.Current.NearbyDrawWisps || _dalamudUtilService.IsInGpose || _dalamudUtilService.IsInCombatOrPerforming)
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if (!_charaDataConfigService.Current.NearbyDrawWisps || _dalamudUtilService.IsInGpose || _dalamudUtilService.IsInCombat || _dalamudUtilService.IsPerforming || _dalamudUtilService.IsInInstance)
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ClearAllVfx();
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var camera = CameraManager.Instance()->CurrentCamera;
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