Adds a 1/125 chance for a corpse to undergo a decay movement in a given frame.
This allows a probability passed from the template to determine the sinking behavior of the entity.
Fixes#7548
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
Allow components to individually subscribe/unsubscribe to messages,
instead of statically subscribing the entire component type. Use this
for most Interpolate/RenderSubmit messages, to avoid the performance
cost of passing those messages to a large number of components that will
just ignore them anyway.
On Azure Coast this reduces total time per frame by about 30% on a
CPU-bound system.
This was SVN commit r15400.
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.
This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.
This was SVN commit r13825.
Make 'delete' command kill the unit instead of destroying it.
Make projectiles vanish after a timeout.
Fix projectile landing positions with low framerates.
This was SVN commit r7837.