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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
This commit is contained in:
fgenesis 2012-01-31 19:25:13 +01:00
commit f2d112b693
7 changed files with 50 additions and 106 deletions

View file

@ -25,7 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <assert.h>
bool RenderObject::renderCollisionShape = false;
bool RenderObject::integerizePositionForRender = false;
int RenderObject::lastTextureApplied = 0;
bool RenderObject::lastTextureRepeat = false;
bool RenderObject::renderPaths = false;
@ -35,8 +34,6 @@ const bool RENDEROBJECT_FASTTRANSFORM = false;
RenderObjectLayer *RenderObject::rlayer = 0;
InterpolatedVector RenderObject::savePosition;
void RenderObject::toggleAlpha(float t)
{
if (alpha.x < 0.5f)
@ -176,7 +173,6 @@ RenderObject::RenderObject()
motionBlurFrameOffset = 0;
motionBlur = false;
idx = -1;
renderBorders = false;
#ifdef BBGE_BUILD_DIRECTX
useDXTransform = false;
#endif
@ -218,7 +214,6 @@ RenderObject::RenderObject()
colorIsSaved = false;
shareAlphaWithChildren = false;
shareColorWithChildren = false;
touchDamage = 0;
motionBlurTransitionTimer = 0;
}
@ -496,18 +491,26 @@ void RenderObject::disableMotionBlur()
bool RenderObject::isfhr()
{
if (parent)
return parent->isfhr();
else
return this->isfh();
RenderObject *p = this;
bool fh = false;
do
if (p->isfh())
fh = !fh;
while ((p = p->parent));
return fh;
}
bool RenderObject::isfvr()
{
if (parent)
return parent->isfvr();
else
return this->isfv();
RenderObject *p = this;
bool fv = false;
do
if (p->isfv())
fv = !fv;
while ((p = p->parent));
return fv;
}
bool RenderObject::hasRenderPass(const int pass)
@ -888,11 +891,6 @@ void RenderObject::renderCall()
position -= offset;
if (integerizePositionForRender)
{
position = savePosition;
}
}
void RenderObject::renderCollision()