Activity
From 2016-10-22 to 2016-11-04
2016-11-04
- 20:18 Revision 28a69787 (github): Cleanup
- 20:18 Revision 583274ff (github): Performance|liblegacy: Use libcore high-performance timing
- The old timing code was still using QTime, which is not very fast.
- 18:11 Revision 0a76af82 (github): Performance|All Games: Faster player status cvar updates
- The cvars are looked up via Path objects, so there is no excuse for
not having those pre-built as static objects on t... - 18:09 Revision e7c70f6a (github): Fixed|libappfw: Build failure
- 16:53 Revision d397704a (github): Performance|Console|libappfw: Minor optimizations
- Simpler lists and a C++ API for setting cvar values.
- 15:57 Revision 6beeff70 (github): Cleanup
2016-11-03
- 22:04 Revision 064cdd73 (github): Performance|Client|libdoomsday: Further minor optimizations and fine-tuning
- Especially trying to avoid memory allocs in WallEdge, which is constructed
very frequently. - 08:17 Revision 4c31a20c (github): Fixed: Compatibility with Qt 5.5 and older releases
2016-11-02
- 22:09 Revision 53a36dea (github): Performance|Client: Minor optimizations
- These optimizations are mostly related to avoiding repeated
Surface -> MaterialAnimator lookups. - 12:49 Revision 886547bd (github): Performance|Client|libdoomsday: Minor optimizations
- Avoiding string construction and case conversions, and other repeated
checks. Sector::plane() is very heavily called,... - 09:56 Revision 747a4319 (github): Performance: Various minor optimizations
- Avoiding unnecessary or repeated operations.
2016-11-01
- 13:00 Revision a3eb347c (github): Performance|Renderer: Avoid repeated memory allocs during geometry writing
- 13:00 Revision bc0c0f46 (github): Windows|Fixed: Build errors (missing exports)
- 11:08 Revision 5a247df8 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- # Conflicts:
# doomsday/apps/client/src/resource/materialanimator.cpp - 11:07 Revision 41143f2f (github): Refactor|Performance: Converted material animation stages to plain structs
- There is no need for dynamic members in animation stages, so using a
Record as the base class is only a hindrance. - 11:04 Revision c1354caa (github): Refactor|Performance|libcore|libdoomsday: More efficient sprite definitions
- Added a utility called CompiledRecord that combines a Record with
its native struct representation. This makes read-o...
2016-10-31
- 23:18 Revision 5d86cdff (github): Performance|Client|libdoomsday: Further minor optimizations
- 21:50 Revision 6b42e50e (github): Performance|Client|libdoomsday: Various minor optimizations
- 20:09 Revision ffef952f (github): Refactor|Renderer: Cleaned up primitive writing in DrawList
- Removed excessive use of write() method parameters, particularly when
all the parameters are left to their default va... - 11:37 Revision 6b6cdcf9 (github): Fixed|GL|libgui: Fixed alternative GLFramebuffer attachments
- The alternative attachments now work with both textures and render
buffers. This is necessary because the rendering t...
2016-10-30
- 22:19 Revision 95e4f375 (github): Performance|Renderer: Improved sprite rendering performance
- Keep frequently needed state available in a quick lookup table.
- 22:06 Revision 202a51cf (github): libcore: Added protocol ID for 2.0.0
- 20:05 Revision eaa70a37 (github): Fixed|Renderer: Errors in debug build
- 19:27 Revision bc2b64b4 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 19:10 Revision 53fe5e67 (github): Performance|Renderer|World: Improved a frequent map data lookup
- Faster lookup of subsectors based on a half-edges.
- 19:07 Revision 91cdfd95 (github): Perforamnce|Renderer: Avoid redundant memory allocs when drawing wall shadows
- drawWallShadow() now keeps a persistent array of indices instead of
continuously allocating and releasing one. - 19:06 Revision 5f257d51 (github): Performance|Renderer: Avoid redundant texture lookups in MaterialAnimator
- The textures for the material stages are prefetched when the animator is
initialized. - 19:03 Revision f54d70d7 (github): Performance|Definitions|libdoomsday: Sprite def materials stored as UriValue
- Avoid reconstructing Uris by storing the actual de::Uri instances as
`UriValue`s in the sprite def records. - 14:40 Revision 138c3132 (github): Cleanup|Refactor|Renderer|Definitions: Record access cleanup, minor optimizations
- WallEdge instances are constructed very often, so their private
implementations are now recycled rather than allocate... - 11:12 Revision 512388f7 (github): Refactor|Renderer: Removing unnecessary memory allocs
- Has no real performance benefit, but this is quite a bit simpler.
- 10:39 Revision 487db019 (github): Performance|Renderer: Minor optimization
- 10:04 Revision cbd106ab (github): Performance|libcore: Removed unnecessary memory allocs when calculating CRC32
2016-10-29
- 14:26 Revision 9da38c24 (github): libdoomsday: Added some missing copyrights
- 14:15 Revision 799f2c44 (github): Renderer|Particles: Loading particle textures via assets
- The "texture.particle.NN" assets are checked first when loading
particle textures.
See also: http://wiki.dengine.net...
2016-10-26
- 23:10 Revision 3da10a64 (github): Fixed|Windows: Missing exports
- 22:53 Revision 9c9e5e28 (github): Fixed: Build failure
- 22:35 Revision 69e481bd (github): Resources|FS|libdoomsday: Loading data files via packages; added "defsPath"
- When a package is loaded, the corresponding FS1 data file is loaded
by libdoomsday's Resources class. The res::Doomsd... - 20:47 Revision 77bbff14 (github): Refactor|FS: Querying currently loaded packages
- Renamed a method for clarity.
- 20:42 Revision d02b164f (github): Cleanup
2016-10-22
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