From 217e09c79da008e15bd789260e8b2513689c90bd Mon Sep 17 00:00:00 2001 From: yg2f Date: Tue, 20 Sep 2016 13:54:17 +0200 Subject: [PATCH] Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode When godot is in release mode, GDscript compiler does not generate bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore. This optimizes GDscript execution speed when the script contains a lot of comments in blocs executed in loops. Fixes #6487 --- modules/gdscript/gd_compiler.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/modules/gdscript/gd_compiler.cpp b/modules/gdscript/gd_compiler.cpp index 2e2cbe7b29..b75b13551e 100644 --- a/modules/gdscript/gd_compiler.cpp +++ b/modules/gdscript/gd_compiler.cpp @@ -1005,12 +1005,12 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo switch(s->type) { case GDParser::Node::TYPE_NEWLINE: { - +#ifdef DEBUG_ENABLED const GDParser::NewLineNode *nl = static_cast(s); codegen.opcodes.push_back(GDFunction::OPCODE_LINE); codegen.opcodes.push_back(nl->line); codegen.current_line=nl->line; - +#endif } break; case GDParser::Node::TYPE_CONTROL_FLOW: { // try subblocks @@ -1201,8 +1201,10 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo codegen.opcodes.push_back(ret); } break; case GDParser::Node::TYPE_BREAKPOINT: { +#ifdef DEBUG_ENABLED // try subblocks codegen.opcodes.push_back(GDFunction::OPCODE_BREAKPOINT); +#endif } break; case GDParser::Node::TYPE_LOCAL_VAR: {