0ad/source/simulation2
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
..
components Store whether a player is activ in C++ 2025-01-05 22:57:15 +01:00
docs Update trac links with gitea links 2024-12-10 11:29:48 +01:00
helpers Return by value from CCamera::GetScreenCoordinates 2024-11-17 20:27:58 +01:00
scripting Only freeze once the cached JS values of templates 2025-01-08 14:39:38 +01:00
serialization Upgrade SpiderMonkey to ESR 115 2024-12-09 10:46:12 +01:00
system Only freeze once the cached JS values of templates 2025-01-08 14:39:38 +01:00
tests Add CXeromycesEngine 2024-11-17 18:03:49 +01:00
MessageTypes.h Store whether a player is activ in C++ 2025-01-05 22:57:15 +01:00
Simulation2.cpp Refactor freezing of JS objects 2024-12-05 17:49:16 +01:00
Simulation2.h Don't use std::shared_ptr<ScriptContext> in the CSimulation2 2024-03-08 17:15:25 +00:00
TypeList.h Store whether a player is activ in C++ 2025-01-05 22:57:15 +01:00