diff --git a/Assets/Scripts/Behaviours/World/Cell.cs b/Assets/Scripts/Behaviours/World/Cell.cs index f723b1d0..00cf40a7 100644 --- a/Assets/Scripts/Behaviours/World/Cell.cs +++ b/Assets/Scripts/Behaviours/World/Cell.cs @@ -287,6 +287,7 @@ namespace SanAndreasUnity.Behaviours.World public void showWindow(int windowID) { + GUILayout.Label("draw distance " + this.maxDrawDistance); GUILayout.Label("total num divisions " + (null == _leaves ? 0 : _leaves.Count)); GUILayout.Label("total num objects " + totalNumObjects); GUILayout.Label("geometry parts loaded " + SanAndreasUnity.Importing.Conversion.Geometry.NumGeometryPartsLoaded); diff --git a/Docs/TODO.md b/Docs/TODO.md index e49dba2d..8a3c1013 100644 --- a/Docs/TODO.md +++ b/Docs/TODO.md @@ -16,7 +16,7 @@ - Teleport : when ground is too far away (like on mountains), geometry around it will not be loaded, and raycast will not succeed ; when position is too low, player gets constantly respawned ; adapt all other teleport code ; -- Gravity setting failed to load on windows - instead of 9.81, it's loaded as 981 +- Gravity setting failed to load on windows - instead of 9.81, it's loaded as 981 - maybe it happens when float.ToString() gives e - Camera can go through map objects