0ad/source/simulation2
Itms bd7b07cc80 Make the visibility cache a bit more clever, by making LoS tiles as dirty separately for each player.
It is necessary to rely on shared los masks, else some visibility
updates will be missing.

Refs #2913, see this ticket for a performance graph.

This was SVN commit r16328.
2015-02-12 23:22:29 +00:00
..
components Make the visibility cache a bit more clever, by making LoS tiles as dirty separately for each player. 2015-02-12 23:22:29 +00:00
docs Happy New Year! :D 2015-01-02 14:22:23 +00:00
helpers SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
scripting SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
serialization Make the visibility cache a bit more clever, by making LoS tiles as dirty separately for each player. 2015-02-12 23:22:29 +00:00
system Replace use of safe bool by explicit bool operator. 2015-01-25 03:11:24 +00:00
tests SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
MessageTypes.h Exact stack rooting for simulation message type conversions. 2014-08-09 20:02:49 +00:00
Simulation2.cpp SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
Simulation2.h SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
TypeList.h Add a new Visibility component that will eventually allow scripted components and mods to influence an entity's visibility. 2014-11-04 20:53:25 +00:00