0ad/source/simulation2/serialization
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
..
BinarySerializer.cpp SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
BinarySerializer.h SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
DebugSerializer.cpp Exact stack rooting for ScriptInterface::ToString. 2014-08-03 17:29:49 +00:00
DebugSerializer.h Exact stack rooting for ScriptInterface::ToString. 2014-08-03 17:29:49 +00:00
HashSerializer.cpp Convert serialization code to use less virtuals and allow more inlining. 2010-05-25 19:01:30 +00:00
HashSerializer.h Convert serialization code to use less virtuals and allow more inlining. 2010-05-25 19:01:30 +00:00
IDeserializer.cpp Fix invalid count for entityMaps 2014-03-05 14:58:17 +00:00
IDeserializer.h SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
ISerializer.cpp Exact stack rooting for ScriptInterface::ToString. 2014-08-03 17:29:49 +00:00
ISerializer.h Exact stack rooting for ScriptInterface::ToString. 2014-08-03 17:29:49 +00:00
SerializedScriptTypes.h Adds Serialization support for ES6 Maps. 2014-09-20 17:14:53 +00:00
SerializeTemplates.h 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
StdDeserializer.cpp SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
StdDeserializer.h SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
StdSerializer.cpp # Add initial basic player AI framework. 2011-01-12 12:29:00 +00:00
StdSerializer.h Improve debugging of binary serialization 2011-10-27 20:10:53 +00:00