cl_text_entities (show/hide text in entities) for performance#340
cl_text_entities (show/hide text in entities) for performance#340timakro merged 1 commit intoddnet:masterfrom eagle-provision:master
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Signed-off-by: rbmz <rbmz@users.noreply.github.com>
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See https://github.com/ddnet/ddnet/pull/340/files?w=1 for an easier-to-read diff. |
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This and below should probably !g_Config.m_ClTextEntities. Otherwise, the code looks fine to me. What's your use case for this? Does the text rendering slow down the client?
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Looks fine as a temporal workaround. |
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gfx_text_overlay does the same no? |
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@heinrich5991: yes @Chairn: if(EndX - StartX > g_Config.m_GfxScreenWidth / g_Config.m_GfxTextOverlay || EndY - StartY > g_Config.m_GfxScreenHeight / g_Config.m_GfxTextOverlay)
return; // its useless to render text at this distanceit does hide text in teleporters, it also completely hides speedups (instead of just the speedup numbers) |
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I tested this locally and everything looks fine so far |
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Since HMH and heinrich looked at it I just merged it and |
cl_text_entities (show/hide text in entities) for performance
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Thanks for your contribution! |
it would try to use TEAM_SPECTATORS (-1) as index if in fng a player joins spectators before the frozen enemy is flying into the spikes you can still switch from blue to red and the new team gets the score and the player always gets the score even if he joins spectators Closed ddnet#340
Signed-off-by: rbmz rbmz@users.noreply.github.com