Browse Source
Also did some work on decreasing header bloat. No promises on a complete job--this was just enough to allow PCH to actually help us out (and boy does it!) With an Intel Core 2 Duo (4GB DDR2 800) With PCH: 50.51 seconds Without: 4 minutes, 17.14 seconds :D
Adam Johnson
13 years ago
290 changed files with 1156 additions and 824 deletions
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "Pch.h" |
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/*==LICENSE==*
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|
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CyanWorlds.com Engine - MMOG client, server and tools |
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|
Copyright (C) 2011 Cyan Worlds, Inc. |
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|
|
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|
This program is free software: you can redistribute it and/or modify |
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|
it under the terms of the GNU General Public License as published by |
||||||
|
the Free Software Foundation, either version 3 of the License, or |
||||||
|
(at your option) any later version. |
||||||
|
|
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|
This program is distributed in the hope that it will be useful, |
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|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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|
GNU General Public License for more details. |
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|
|
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|
You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>.
|
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|
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|
Additional permissions under GNU GPL version 3 section 7 |
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|
|
||||||
|
If you modify this Program, or any covered work, by linking or |
||||||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
||||||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
||||||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
||||||
|
(or a modified version of those libraries), |
||||||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
||||||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
||||||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
||||||
|
licensors of this Program grant you additional |
||||||
|
permission to convey the resulting work. Corresponding Source for a |
||||||
|
non-source form of such a combination shall include the source code for |
||||||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
||||||
|
work. |
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|
|
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|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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|
or by snail mail at: |
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|
Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef _pfPython_Pch_inc_ |
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#define _pfPython_Pch_inc_ |
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/**
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* \file Pch.h |
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* \brief Precompiled Header for pfPython |
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*/ |
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// Standard Library Includes
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#include <algorithm> |
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#include <exception> |
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#include <locale> |
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// Platform Library Includes
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#include <time.h> |
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#include <sys/types.h> |
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#include <sys/stat.h> |
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// Python Library Includes
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#include <Python.h> |
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#include <marshal.h> |
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#include <structmember.h> |
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// Plasma Components (except for those from pfPython)
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// You'll want to strike a careful balance between enough components and slow iteration
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#include "HeadSpin.h" |
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#include "hsGeometry3.h" |
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#include "hsQuat.h" |
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#include "hsResMgr.h" |
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#include "hsStlSortUtils.h" |
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#include "hsStlUtils.h" |
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#include "hsStream.h" |
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#include "hsTemplates.h" |
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#include "hsTimer.h" |
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#include "plAudible.h" |
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#include "plgDispatch.h" |
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#include "plPhysical.h" |
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#include "plPipeline.h" |
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#include "plString.h" |
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#include "pnKeyedObject/plKey.h" |
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// pfPython Components
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// Be very careful to include only isolated components here
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#include "pyGlueHelpers.h" |
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#include "pyKey.h" |
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#endif |
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