godot/main
Pedro J. Estébanez 665bf52948 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 16:35:55 +02:00
..
tests Fix typos in source code using codespell 2017-03-24 21:45:31 +01:00
input_default.cpp Input: Update Gamepad mappings. 2017-04-02 09:43:37 +02:00
input_default.h Input: Remove usage of platform dependent event IDs. 2017-03-26 15:59:32 +02:00
main.cpp Optimize-out some debug and/or non-tools methods 2017-04-07 16:35:55 +02:00
main.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
performance.cpp A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
performance.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00
SCsub Move tests again from core to main 2017-01-08 21:33:37 +01:00
splash.h A Whole New World (clang-format edition) 2017-03-05 16:44:50 +01:00