0ad/binaries/data/mods/public
Yves 2eeb7c2ba1 Workaround to reduce the impact of AI performance problems when planning new bases.
When no free territory was left on the map, the AI tried to place a CC
every 10th AI turn.
That's about all 10 seconds and it freezed the game for about a second.
Now when you played against 4 players it freezed aobut 4 seconds every
10 seconds, which is very bad.
I wanted to solve this properly but realized that I'd have to change a
lot in the terrain analysis code that will probably be replaced anyway
when we have a new pathfinder with a proper interface.
Also removes an unused variable (creating a territory map and not using
it can't be good for performance either).

This was SVN commit r14859.
2014-03-20 14:26:15 +00:00
..
art new tech portraits 2014-03-20 00:58:54 +00:00
audio Military Colony's territory weight reduced. 2014-03-17 00:10:13 +00:00
civs Fixes warnings printed by the new SpiderMonkey. 2014-03-03 21:58:15 +00:00
fonts * Add support for fallback fonts in the font builder. 2014-03-17 10:13:49 +00:00
globalscripts Refactor some formation code to let it make use of the prototypes 2014-01-27 12:34:59 +00:00
gui * Add support for fallback fonts in the font builder. 2014-03-17 10:13:49 +00:00
hwdetect Disable fancy water rendering on all Intel devices, since it appears to be very slow. 2013-03-17 14:27:47 +00:00
maps "Syria" skirmish map. 2014-03-15 23:10:06 +00:00
shaders Substantial speed-up of the foam generation code. 2014-01-05 16:15:20 +00:00
simulation Workaround to reduce the impact of AI performance problems when planning new bases. 2014-03-20 14:26:15 +00:00