0ad/source/simulation2/scripting
Itms beee5b2b8b
Only freeze once the cached JS values of templates
CParamNodes can be quite large, thus we usually cache the JS::Value when
converting them. The AIInterface makes heavy use of it as detected in #7404.

However, the cached values are re-frozen everytime, which is a
significant waste of time on a large number of templates.

(cherry picked from commit e48b9ea106)
Signed-off-by: Itms <itms@wildfiregames.com>
2025-01-08 14:39:38 +01:00
..
EngineScriptConversions.cpp Only freeze once the cached JS values of templates 2025-01-08 14:39:38 +01:00
JSInterface_Simulation.cpp Replace usage of OSString().c_str() by OSString 2024-10-28 16:35:49 +01:00
JSInterface_Simulation.h Revert non-ASCII characters from source and configuration files introduced in 157c6af18e. 2023-12-03 00:30:12 +00:00
MessageTypeConversions.cpp Consistent coment length to seperate message-types 2025-01-05 22:57:17 +01:00
ScriptComponent.cpp Store whether a player is activ in C++ 2025-01-05 22:57:15 +01:00
ScriptComponent.h Store whether a player is activ in C++ 2025-01-05 22:57:15 +01:00