sort mapmodel entities during map save
* sort colored lights behind white ones to avoid a light bug * sort all clipped entities to the end of the list to speed up physics * sort all pickups and playerstarts to use smaller index numbers to use less bandwidth
This commit is contained in:
@@ -135,7 +135,8 @@ bool mmcollide(physent *d, float &hi, float &lo) // collide with a map
|
||||
{
|
||||
const float eyeheight = d->eyeheight;
|
||||
const float playerheight = eyeheight + d->aboveeye;
|
||||
loopv(ents)
|
||||
if(editmode) clentstats.firstclip = 0;
|
||||
for(int i = clentstats.firstclip; i < ents.length(); i++)
|
||||
{
|
||||
entity &e = ents[i];
|
||||
// if(e.type==CLIP || (e.type == PLCLIP && d->type == ENT_PLAYER))
|
||||
|
||||
Reference in New Issue
Block a user