- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
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34 changed files with 438 additions and 412 deletions
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@ -215,7 +215,7 @@ namespace swrenderer
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VisiblePlaneLight *cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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if (cur_node->lightsource->IsActive())
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max_lights++;
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cur_node = cur_node->next;
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}
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