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callgrind shows this ![out](https://user-images.githubusercontent.com/55463047/72074240-36c03380-32fa-11ea-9a4b-8db122cb97fa.png)

CPU load was reduced in 1fcbd8e922c59a8f4a58e4c16a4c5b966a87091d. But we still need some form of caching, because currently widgets do too much during redraw.

Updated callgrind: ![out svg](https://user-images.githubusercontent.com/55463047/72829328-3d9a5f00-3c87-11ea-89f0-334aa15e86e3.png)

Original windows BoE: defend 0 ![origboe](https://user-images.githubusercontent.com/55463047/73698920-18780880-46eb-11ea-8247-a95228f9ce9f.png) Looks like there was a nerf of shirts between E3 and BoE.

I think this is mostly fixed now, but there is still a small (and possibly unrelated glitch) where the top part of the reticle is clipped away when targeting topmost...

Please split this PR into topical PRs, explaning the intent of the each changeset in their descriptions.

It simply is not implemented. On Mac, menus are written using the mac-native framework (Cocoa). On Windows, using windows-native menus (windows.h). On Linux the necessary functions are simply empty so...

I have loaded your savegame and moved the party south into the special node, but I did not get a crash. Cannot reproduce.

It should build using TGUI 0.8.7 without issues.