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Lighting Engine refactor (up to 10x perf increase) (#1098)
* C++ lighting engine

Runs better using my new system for storing and iterating through lights.

I removed the lighting ctx profiler because after I've realized its very inaccurate and was probably programmed incorrectly from the start. Although I remember it working fine before and not constantly showing 20 ms or higher when I'm in an extremely simple level with extremely simple lights and the FPS is way too high for it to be taking 20 ms.

* Whoops

* Make some optimizations

* Fix small bug with LE inside graphics vertex function

I also brought back the lighting profiler because it's better than nothing.

* Some optimizations

* Cache active lights and 4 lights per vertex limit

Less branching and less iterating with the limit

* Peachy changes
2026-02-18 01:43:44 -05:00
..
examples Fix gfx_set_command bug if symbol is a substring of another symbol 2025-11-08 16:46:59 +01:00
guides Update lighting engine documentation 2025-12-06 23:57:29 -05:00
constants.md Fix wall double bonk glitch (#1113) 2026-02-12 20:28:01 +10:00
functions-2.md Multi-return from C and other autogen changes (#1044) 2025-12-19 20:27:44 -05:00
functions-3.md Multi-return from C and other autogen changes (#1044) 2025-12-19 20:27:44 -05:00
functions-4.md Lighting Engine refactor (up to 10x perf increase) (#1098) 2026-02-18 01:43:44 -05:00
functions-5.md Multi-return from C and other autogen changes (#1044) 2025-12-19 20:27:44 -05:00
functions-6.md Multi-return from C and other autogen changes (#1044) 2025-12-19 20:27:44 -05:00
functions-7.md Add various interpolation skipping functions + get_time_stop_flags() (#1064) 2026-02-18 07:47:49 +10:00
functions.md Lighting Engine refactor (up to 10x perf increase) (#1098) 2026-02-18 01:43:44 -05:00
globals.md Final touches for geo hooks (#588) 2024-12-28 08:44:36 -05:00
lua.md ModFs improvements (#907) 2025-10-21 19:42:06 +02:00
structs.md get_mario_anim_part_rot() 2025-12-20 00:11:51 -05:00