godot/main
Pedro J. Estébanez 1b15c53479 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:34:15 +02:00
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tests Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
input_default.cpp Fix warped mouse panning on Linux 2017-04-03 02:59:03 +02:00
input_default.h Better handling of joypad device IDs. 2017-03-26 00:12:11 +01:00
main.cpp Optimize-out some debug and/or non-tools methods 2017-04-07 16:34:15 +02:00
main.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
performance.cpp Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
performance.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
SCsub Move core engine tests to main 2017-01-12 19:15:30 +01:00
splash.h Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00