Thomas Debesse
Thomas Debesse
This code is a hot spot, we better avoid computing useless things if we can return early and do bitwise operations instead of relying on the branch prediction being right....
Noticed in a CI log while looking for something else: ``` src/engine/renderer/tr_bsp.cpp: In function ‘std::vector R_LoadExternalLightmaps(const char*)’: src/engine/renderer/tr_bsp.cpp:472:22: warning: comparison of integer expressions of different signedness: ‘int’ and ‘long long...
Thankfuly they don't have the same signature, but this can be confusing. They don't seems to really do the same things, they don't look like variant of each others that...
Engine counterpart of: - https://github.com/Unvanquished/Unvanquished/pull/2981
The idea is to implement a special Cvar feature to be used in cgame. One may declares a cvar this way: ```c++ Cvar::Cvar cg_drawFPS("cg_drawFPS", "show client's frames per second", Cvar::NONE,...
While working on #1114: - https://github.com/DaemonEngine/Daemon/pull/1114 I noticed that message size of synchrnous IPC based trap calls have huge impact on performance. I wonder if it would be possible to...
As far as I know, - `expression_t` is always allocated as part of structs (`texModInfo_t`, `shaderStage_t`), - `ext->numOps` is always `0` if `ext` is invalid.
Skip on files not contributing to the binary.
Declare `ui_winner` locally, it's read by the HUD on every frame.
- disable the generation of `commands.pot`, we dont translate this for now and having to delete the file by hand on every rule of the script is annoying. - add...