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clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
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64 changed files with 260 additions and 255 deletions
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@ -180,23 +180,23 @@ ImplementEnumType(baseTexFormat,
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EndImplementEnumType;
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TerrainBlock::TerrainBlock()
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: mSquareSize( 1.0f ),
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mCastShadows( true ),
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mScreenError( 16 ),
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mDetailsDirty( false ),
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mLayerTexDirty( false ),
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mLightMap( NULL ),
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: mLightMap( NULL ),
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mLightMapSize( 256 ),
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mMaxDetailDistance( 0.0f ),
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mCell( NULL ),
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mCRC( 0 ),
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mBaseTexSize( 1024 ),
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mBaseTexFormat( TerrainBlock::JPG ),
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mBaseMaterial( NULL ),
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mDefaultMatInst( NULL ),
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mMaxDetailDistance( 0.0f ),
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mBaseTexScaleConst( NULL ),
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mBaseTexIdConst( NULL ),
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mDetailsDirty( false ),
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mLayerTexDirty( false ),
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mBaseTexSize( 1024 ),
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mBaseTexFormat( TerrainBlock::JPG ),
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mCell( NULL ),
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mBaseMaterial( NULL ),
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mDefaultMatInst( NULL ),
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mSquareSize( 1.0f ),
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mPhysicsRep( NULL ),
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mScreenError( 16 ),
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mCastShadows( true ),
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mZoningDirty( false )
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{
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mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
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