We use a shader with 64 bones by default to consume less uniform memory.
But if we meet bigger skeletons we batch and handle them afterwards.
In the future we need to sort the input models to have less changes for
bound buffers. Also we might want to skin up to 4 models per a single
dispatch.
The idea is similar to the storage images but we need a separate
descriptor set in Vulkan and a program interface to gather used buffer
in GL.
For Vulkan we also need to track buffers to free used descriptor sets.
Ranged units -25% dps in the form of attack rate
Melee units decreased armor (5h5p->3h3p for CS infantry)
Melee units 50% more damage
Building and siege hack armor adjusted to compensate
Since 7d6a0c695a we use gmake2 instead of gmake, add a check in case
someone calls premake without the wrapper script update-workspace
telling them to use gmake2 instead as support for gmake was removed.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
- Reduced the MaxGatherers value for the smallest trees with 100 or
less wood from the default (8) to 6 or 4.
- The affected trees are Bush (4), Atlas Cedar Sapling (4), Cretan Date
Palm (Short) (6), and Fir Sapling (4).
- Small trees with 100 or less wood that already had a MaxGatherers
value lower than the default (8), such as Bamboo (Single) (1) and
Baobab Sapling (2), were left unchanged.
ChainPlacer.js creates a new array that it fills with the -1 value before computing its clumps. This is slow.
By simply storing values differently, we can avoid doing that altogether, leading to faster mapgen.
Hard to say in general but I think this might be about 3-4% faster on a typical map.
The migration to git broke the translation of language names in the
credits, as the translators.json, necessary for extracting the language
strings wasn't present anymore when running update_templates.py. This
commit should fix this.
- Shallow-freezing of objects is never used in our codebase, so remove
that code path.
- Deep-freeze is bugged in recent versions of SpiderMonkey (see bug
https://bugzilla.mozilla.org/show_bug.cgi?id=1930258). Until a fix
and/or a better API is provided, reimplement this feature by
recusively freezing object properties.
- Add tests for the deepfreeze function.