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Minor debug improvements + misc
- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO - removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read - repositioned debug overlay texts, that they are not in the way on wide resolutions - show used Lua memory in debug text - very slow slowmo on Shift+F devkey - fixed RenderObject::isfhr()/isfvr() to be really recursive (they were never used until the animation editor fixes - this rotates bones on one or more h.flipped parents in the same direction as never h.flipped ones) - removed some unused stuff
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52881c97a3
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7 changed files with 50 additions and 106 deletions
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@ -25,7 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <assert.h>
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bool RenderObject::renderCollisionShape = false;
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bool RenderObject::integerizePositionForRender = false;
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int RenderObject::lastTextureApplied = 0;
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bool RenderObject::lastTextureRepeat = false;
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bool RenderObject::renderPaths = false;
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@ -35,8 +34,6 @@ const bool RENDEROBJECT_FASTTRANSFORM = false;
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RenderObjectLayer *RenderObject::rlayer = 0;
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InterpolatedVector RenderObject::savePosition;
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void RenderObject::toggleAlpha(float t)
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{
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if (alpha.x < 0.5f)
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@ -176,7 +173,6 @@ RenderObject::RenderObject()
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motionBlurFrameOffset = 0;
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motionBlur = false;
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idx = -1;
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renderBorders = false;
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#ifdef BBGE_BUILD_DIRECTX
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useDXTransform = false;
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#endif
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@ -218,7 +214,6 @@ RenderObject::RenderObject()
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colorIsSaved = false;
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shareAlphaWithChildren = false;
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shareColorWithChildren = false;
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touchDamage = 0;
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motionBlurTransitionTimer = 0;
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}
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@ -496,18 +491,26 @@ void RenderObject::disableMotionBlur()
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bool RenderObject::isfhr()
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{
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if (parent)
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return parent->isfhr();
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else
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return this->isfh();
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RenderObject *p = this;
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bool fh = false;
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do
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if (p->isfh())
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fh = !fh;
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while ((p = p->parent));
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return fh;
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}
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bool RenderObject::isfvr()
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{
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if (parent)
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return parent->isfvr();
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else
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return this->isfv();
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RenderObject *p = this;
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bool fv = false;
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do
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if (p->isfv())
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fv = !fv;
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while ((p = p->parent));
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return fv;
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}
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bool RenderObject::hasRenderPass(const int pass)
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@ -888,11 +891,6 @@ void RenderObject::renderCall()
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position -= offset;
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if (integerizePositionForRender)
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{
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position = savePosition;
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}
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}
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void RenderObject::renderCollision()
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