Commit graph

16 commits

Author SHA1 Message Date
in0finite
d8e6191c45 extract BackgroundJobRunner class 2022-02-15 22:26:00 +01:00
in0finite
32c0be1af2
new world loading system (#110)
* wip

* much faster world creation

* add StaticGeometryInspector

* disable child/parent logic and fading

* rename

* (de)activate objects based on parent

* set draw distance based on layers

* ...

* wip

* wip

* wip

* remove unused param

* prevent concurrent modification

* ...

* catch exceptions when notifying

* ...

* notify about area, not objects

* limit public access to Area

* ...

* ...

* allow public access

* add public api

* adapt code

* pass callback to ctor

* adapt focus points

* fix

* fix intersection check

* support rectangles

* adjust parameters in prefab

* this should fix IsInsideOf()

* ...

* ...

* fix getting area by index

* create area if not exists

* ...

* ...

* ...

* wip for distance levels

* remove constraint on generic parameter

* add some validation

* fix

* fix draw distance per level

* change time of day in which lights are visible

* add todos

* don't use id for UnRegisterFocusPoint()

* use hash set for storing focus points

* add 1 more level

* mark area for update only if visibility changes

* profile WorldSystem calls

* add some profiling sections

* limit time per frame for LoadingThread

* switch custom concurrent queue

* copy jobs to buffer

* rename

* change max draw distance setting

* wait one more frame

* try to remove 801 distance level to remove holes

* attempt to hide interiors, but failed

* delete no longer needed script

* optimization

* some error checking

* add camera as focus point

* dont add camera as focus point in headless mode

* working on load priority

* fix bug - load priority finished

* ...

* small optimizations

* ...

* ...

* remove unneeded variable

* add fading

* dont do fading in headless mode

* fadeRate available in inspector

* change fade rate

* take into account if geometry is loaded when checking if object should be visible, and if fading should be done

* small optimization

* cache IsInHeadlessMode

* display Instance info in inspector

* move interiors up in the sky

* rename

* adapt code to different y pos of interiors

* refactor

* fix finding matched enex for enexes that lead to the same interior level

* display new world stats

* rename

* rename class

* ...

* ...

* extract function

* extract parameters into a struct

* add focus point to dead body

* add focus point to vehicle

* add focus point to vehicle detached parts

* remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map

* dont use focus points on vehicle and vehicle detached parts, when not on server

* add focus point for npc peds

* add possibility to set timeout during which focus point keeps revealing after it's destroyed

* adapt UnRegisterFocusPoint() to timeout

* rename

* adapt code

* cleanup MapObject class

* ...

* converting to `lock()`

* optimize method: use 1 lock instead of 3

* call OnObjectFinishedLoading() instead of AddToLoadedObjects()

* ...

* make sure it's main thread

* AsyncLoader is no longer thread safe

* convert static members to non-static in LoadingThread

* fix

* ...

* store indexes for each area

* impl GetAreaCenter()

* calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ;

* add support for changing draw distance at runtime

* delay setting the new value by 0.2 s

* have a separate default max draw distance for mobile platforms

* adjust y axis world params so that number of visible areas is reduced

* remove "camera far clip plane" setting

* rename

* document flags

* rename

* disable shadow casting and receiving for some objects

* allow casting shadows for LODs with large draw distance

* remove "WorldSystem" layer

* revert layer
2021-07-18 06:03:43 +02:00
in0finite
e6a48d4bf6 load all IMG archives that are found in loose archive 2021-01-31 20:08:48 +01:00
in0finite
442a0dab1a add more debug info 2021-01-31 16:45:55 +01:00
in0finite
5786cf7868 add method ArchiveManager.GetAllEntries() 2021-01-31 02:10:08 +01:00
in0finite
20461c854b provide some statistics from loaded archives 2021-01-31 01:29:36 +01:00
in0finite
119dbb2db7 remove commented code 2021-01-31 00:16:09 +01:00
in0finite
3e764a7b59 more error-prone archive loading 2021-01-31 00:14:40 +01:00
in0finite
194c1ceb6d add ability to display all IFP packages in anim window 2020-05-31 19:09:52 +02:00
in0finite
be2df19fb5 load handling use case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
43f44a6f00 load items using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
51bc383830 archives are loaded case-insensitively 2020-05-31 19:09:49 +02:00
in0finite
c925e0d3e8 add ability to retrieve case-sensitive file path 2020-05-31 19:09:49 +02:00
in0finite
186ba140ed change script execution order for all (?) scripts 2020-05-31 19:09:49 +02:00
AlexWei
e236f7d032 Import gxt (#23)
* import GTX code

import GTX code
add some empty function before integrate

* set gtx path

* refactor code

* fix typo and ui prefab

change gtx to gxt

remove window from start scene and add it in prefab

* add language interface

add language interface;
add some todo comments;
change file tab; make it consistent with project.

* fix game path and typo

add test ui

* add ui part

* fix set gui style pos

it will cause bug in ctor

* add pages to gxt ui

* revert changes to startup scene
2020-05-31 19:09:49 +02:00
in0finite
039ae76a14 Initial commit 2020-05-31 19:07:22 +02:00