forked from 0ad/0ad
Itms
9da482ead4
With this change, units will not check their movement against all obstructions when moving: terrain and static obstructions are assumed to be handled by the long-range pathfinder. However, when static obstructions are changed, the paths have to be invalidated. In order to minimize the performance impact, units will check for obstructions when they move after a passability change. If they collide with something, they will recompute a path that will take into account the new passability map. Also includes some code cleanup. This patch should not change performance a lot: the lower number of checks should give a small performance improvement while using the message broadcasting system should hurt it a bit. Fixes #3376, #3337, #1914. This was SVN commit r16998. |
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EngineScriptConversions.cpp | ||
MessageTypeConversions.cpp | ||
ScriptComponent.cpp | ||
ScriptComponent.h |