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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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@ -10,7 +10,7 @@ void EntityManager::addEntity(uint64_t guid, std::shared_ptr<Entity> entity) {
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return;
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}
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entities[guid] = entity;
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entities[guid] = std::move(entity);
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LOG_DEBUG("Added entity: GUID=0x", std::hex, guid, std::dec,
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", Type=", static_cast<int>(entity->getType()));
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