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WitchLord

AngelScript 2.25.2 is out

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before
[CODE]
Script Read time: 6ms
Script Compile time: 757ms
[/CODE]

after
[CODE]
Script Read time: 6ms
Script Compile time: 689ms
[/CODE]

for about 5k lines.
Thank you.

Engine also caught a few duplicate method registrations, it wasnt able to do that in 2.25.1

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I'm glad you see an improvement, even though it is only 10%.

Most users probably won't notice a big difference as the slow compilation times only happened with very large functions (thousands of lines) with lots of conditional code in it. If the functions are broken down to more reasonable sizes of at most hundreds of lines in each, then the problem wasn't noticeable.

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Compilation time on Core 7i 3.44 Ghz

230 kb script codes.
Total lines: 12166

before : 205 ??
after : 192 ?? Edited by FDsagizi

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<p>Ran into a minor problem compiling for MSVC 2008 with AS_NO_THREADS defined.

1>as_thread.cpp
1>..\..\source\as_thread.cpp(75) : error C2220: warning treated as error - no 'object' file generated
1>..\..\source\as_thread.cpp(75) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(81) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(87) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(93) : warning C4390: ';' : empty controlled statement found; is this the intent?

Removing the \WX (treat warnings as errors) property fixed the error for me.EDIT: Awesome. I see you've added namespaces! (well they are new to me) [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
EDIT2: What am I doing wrong here?
r = engine->SetDefaultNamespace("input"); assert( r >= 0 );
r = engine->RegisterGlobalFunction( "::joystick@ get_joystick(int)", asFUNCTION(Input::GetJoystick), asCALL_CDECL); assert( r >= 0 );
r = engine->SetDefaultNamespace(""); assert( r >= 0 );

script:

input::joystick[0]; //input is undeclared.

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The problem with AS_NO_THREADS has already been fixed in the WIP. Thanks anyway.

There is a [url="http://www.gamedev.net/topic/635042-indexed-property-accessors-and-namespaces/"]problem with namespaces and property accessors[/url]. I've not yet had the time to investigate this problem properly.

Regards,
Andreas

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