With this PR we restore @elsid 's optimisations of countRecords we have unintentionally discarded in PR #3197. In addition, we give it a more appropriate name and add comments concerning its peculiar background.
Previous version skipped collision the frame immediately after a call to SetPos. It worked for one-off calls (teleports for instance) and continuous call along a pre-defined path (scenic travel). However, in the case of mod which uses SetPos to simulate a player-controlled movement, it is equivalent to using tcl.
Solution:
1/ skip update of mPosition and mPreviousPosition to avoid janky interpolation
2/ use back plain moveObject() instead of moveObjectBy() since we don't want physics simulation
3/ rework a little bit waterwalking influence on coordinate because of 1/
Currently, we use an `UnrefQueue` which supposedly aims to transfer destruction costs to another thread. The implications of this unusual pattern can not be well understood because some allocators might free resources more efficiently if they are freed by the same thread that allocated them. In addition, `UnrefQueue` complicates the validation of thread safety in our engine. Lastly, our current usage of `UnrefQueue` triggers `ref()`, `unref()` atomic operations as objects are passed into the queue. These operations could be more expensive than the actual destruction.
With this PR we thus remove `UnrefQueue`. We can expect these changes to have a minor impact at most because we free most resources elsewhere in `ResourceSystem::updateCache`.
To reduce amount of computations on the caller side and restrict possible
values.
* verts can't be non-int because it's a number of things.
* worldsize is initially defined as int by ESM::Land::REAL_SIZE.
* Put function to calculate heightfied shift into components to be able to
reuse by other binaries.
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
* uses a bitfield in refdata.hpp
With this simple change we pack boolean values to reduce the memory requirements of game objects.
* refdata.hpp [ci skip]
* refdata.cpp
Use faster aabbTest but without destance filter. To avoid dependency on a
specific constant and correctly handle situations when there is a big
difference between actors sizes.