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Optimize release builds: LTO, -O3, visibility, micro-perf fixes
- CMakeLists.txt: enable LTO for Release, add -O3 and -fvisibility=hidden - scene: addMesh uses std::move, removeMesh takes const shared_ptr& - entity: std::move entity into map instead of copy - clouds: cosf/sinf instead of cos/sin (float math, avoids double promotion) - game_screen: reserve trainer spell vector before push_back loop - warden_module/emulator: replace std::endl (121 stream flushes) with '\n'
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8 changed files with 167 additions and 152 deletions
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@ -5112,6 +5112,7 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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} else {
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// Single tab or no categorization - flat list
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std::vector<const game::TrainerSpell*> allSpells;
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allSpells.reserve(trainer.spells.size());
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for (const auto& spell : trainer.spells) {
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allSpells.push_back(&spell);
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}
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