cleanup: flatten dead branches in client render texture and runtime code

This commit is contained in:
MatthewBeshay
2026-03-26 20:29:59 +11:00
parent f19563bbd7
commit 12ff12a263
68 changed files with 169 additions and 6669 deletions

View File

@@ -93,7 +93,7 @@ void MultiPlayerLevel::tick() {
setGameTime(getGameTime() + 1);
if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) {
// 4J: Debug setting added to keep it at day time
#ifndef _FINAL_BUILD
#if !defined(_FINAL_BUILD)
bool freezeTime =
app.DebugSettingsOn() &&
app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad()) &
@@ -221,7 +221,7 @@ void MultiPlayerLevel::tick() {
}
}
#ifdef LIGHT_COMPRESSION_STATS
#if defined(LIGHT_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
@@ -262,7 +262,7 @@ void MultiPlayerLevel::tick() {
#endif
#ifdef DATA_COMPRESSION_STATS
#if defined(DATA_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
@@ -294,7 +294,7 @@ void MultiPlayerLevel::tick() {
#endif
#ifdef BLOCK_COMPRESSION_STATS
#if defined(BLOCK_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
@@ -391,15 +391,9 @@ void MultiPlayerLevel::tickTiles() {
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Ticking client side tiles");
#if 0
// AP - see CustomSet.h for and explanation
for (int i = 0; i < chunksToPoll.end(); i += 1) {
ChunkPos cp = chunksToPoll.get(i);
#else
AUTO_VAR(itEndCtp, chunksToPoll.end());
for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCtp; it++) {
ChunkPos cp = *it;
#endif
int xo = cp.x * 16;
int zo = cp.z * 16;