That's sane
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Dec 2 2022
I split this in to multiple smaller patches. a la D4798
In D4834#206091, @Stan wrote:Did you look at the generated assembly, or is it just a guess?
No, it's a guess and I also guess it does not has much evect since components do only subscriped once.
This patch also allows components to subscribe other components to messages. Is this wanted?
No, I think it is acceptable. IMO ClassInit should be replace by an array of MessageTypeIds and LoadComponentTypes would lookup thous. But more redesigneing is required and that is not the purpose of this patch.
Nov 30 2022
In D4730#206025, @jprahman wrote:Lgtm, could probably bikeshed more on the existing futures code, but let's move this along :)
Nov 26 2022
@mbusy The feature freeze will start on 3. Jan. I (and many others) hope this will be commited until then.
In D4830#205966, @vladislavbelov wrote:In D4830#205964, @phosit wrote:Use initialization over assignement. -> more const.
I'd like to, but then it adds implicit relation for the order of arguments. So I'd prefer to leave as is until C++20 designated initializers.
I thaught about this a bit more:
- The standart does differentiate between allocator and memory resource. We schould follow that pattern to.
- I think the reason for the performance improvement is that all components are stored together -> less cache misses. To address this it would be bether(even more perf improvement and less error prone) to store the components in the container instead of a pointer.
Use initialization over assignement. -> more const.
Nov 25 2022
Yes that is much cleaner :)
Nov 22 2022
Nov 21 2022
Now the function name is not the best. Something like GetSingleChild or GetOnlyChild.
Nov 20 2022
In D4830#205684, @vladislavbelov wrote:In D4830#205677, @Stan wrote:Yeah that's what I meant :)
Ok, will do. I think @phosit meant the same.
can you upgrade glad seperatly?
Nov 19 2022
time the sleep duration there will be less fluctuation in the second test
I made a benchmark: D4829
Before the patch:
Benchmark: async cost: enqueueing: 377ms work done: 377ms total: 384ms async round-trip: total: 3809ms
And after the patch:
Benchmark: async cost: enqueueing: 360ms work done: 360ms total: 363ms async round-trip: total: 4088ms
Nov 18 2022
LGTM
Silhouettes are as buggy as before :)
Nov 16 2022
Nov 15 2022
Nov 14 2022
Nov 12 2022
Put variables in a struct
Nov 9 2022
Nov 8 2022
more unique_ptr / my own comments
Nov 6 2022
Nov 4 2022
Nov 3 2022
The particle work again.
can you add context.
Nov 2 2022
Make it independent from the optional patch.
Implement a Find algorithm with projection. To avoid duplicate.
Nov 1 2022
Oct 30 2022
It works.
I also tested the shiny mod.
use this-> more consistently
include order
Oct 29 2022
Changes to the queue and the constant.
fix apple clang
Oct 28 2022
The game looks the same and I didn't notice a performance difference.
Oct 27 2022
Oct 26 2022
Move the initialization back
@vladislavbelov is it ok if i implement ranges::find? It wold be neat if i can use projection.
Oct 25 2022
Implement Vlads aproach and use inheratance (empty base optimization) again.
In many files #include "renderer/WaterRenderer.h" is not required.
Red and Auburn are not easy to distinguish.
Oct 24 2022
In D4812#204900, @wraitii wrote:Could you rebased D4730 to only contain its own changes? Obviously the patch won't apply, but it'll make it easier to understand why e.g. this patch is necessary
smaller patch, now only the std::function in the TaskManager is replaced.
rebased to D4803. (it will not compile alone)
It is a clean up, since we now can use std::optional.
In the void case the optional needs some memory. Thats the only negative pervormance impact i can imagine.
Copyringht year and comment
The rest looks good and works
Applied comments from Vladislav
Generaly more things can be const.
Oct 23 2022
Oct 22 2022
I stay with this version with the 3 std::finds. It is to complex for to litle benefit.
I'll deduplicate the predicate.
In D4808#204716, @Stan wrote:Maybe we could use a function where we pass CTexture::** to reduce duplication?
Yes, but...
EDIT maybe we could handle all cases in one iteration too not sure.
e.g sort states, look for HIGH_NEEDS_CONVERTING then PREFETCH_NEEDS_LOADING then PREFETCH_NEEDS_CONVERTING also check if converter busy to filter out
Oct 21 2022
Oct 20 2022
- on Echo Valley sometimes the cc's are covered in trees:
- there is no preview picture. It's not in the map browser.
- what does the team placement option do? I don't notice an effect.
- probably i'm a bit late for this comment: It would look less artificial if it would be rotational symetry instead of miror symetry. Also a odd number of players currently doubles the repetition: 7 players -> 14 repetitions.
Oct 18 2022
In D4805#204608, @Stan wrote:Is #5614 related to this?
Call UpdatePages before iteration. This should fix the test.
Oct 17 2022
Applied (most) comments from Vladislav
In D4751#203653, @Freagarach wrote:I guess I'll wait then. ^^
Oct 16 2022
Add context