Commit graph

23 commits

Author SHA1 Message Date
in0finite
88042fbeec refactor: add FocusPointManager 2021-09-08 16:26:11 +02:00
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
9267660a97 configure interpolation in Inspector 2021-01-07 21:02:12 +01:00
in0finite
506bca3faf cleanup 2021-01-07 15:43:56 +01:00
in0finite
34175971ae syncing is finally decent enough 2021-01-07 15:26:11 +01:00
in0finite
20100a34aa add "dead body sync rate" setting 2021-01-05 21:32:20 +01:00
in0finite
8469f18862 use prefab to spawn dead body 2021-01-05 18:21:57 +01:00
in0finite
59097a00f2 apply force on dead body when it is hit by weapon 2021-01-05 04:20:46 +01:00
in0finite
aa95d082d9 use continuous dynamic CollisionDetectionMode for ragdoll 2021-01-04 22:11:55 +01:00
in0finite
d6d5d660cf wip on ragdoll 2021-01-04 01:28:58 +01:00
in0finite
64680f7280 initial ragdoll stuff 2021-01-03 14:23:18 +01:00
in0finite
29ab0556c6 specify ignored layer mask for finding ground in Inspector 2020-06-06 15:54:04 +02:00
in0finite
cb495440cd fix camera being blocked by vehicle's high detail meshes 2020-06-03 00:27:18 +02:00
in0finite
2fec510ce3 display inflicted damage as on-screen message 2020-05-31 19:09:58 +02:00
in0finite
f2c9e5ff75 inflict damage based on part of body that was hit 2020-05-31 19:09:57 +02:00
in0finite
ef83e9aed5 fix errors 2020-05-31 19:09:54 +02:00
in0finite
fb302bf086 camera distance is configurable 2020-05-31 19:09:48 +02:00
in0finite
7c9abf67ff ... 2020-05-31 19:09:42 +02:00
in0finite
d167b39d49 move "show speedometer" setting to PedManager 2020-05-31 19:09:42 +02:00
in0finite
ce0fb3ffa9 move "enter vehicle radius" setting to PedManager 2020-05-31 19:09:42 +02:00
in0finite
b4fa58650f Move "turn speed" setting to PedManager 2020-05-31 19:09:42 +02:00
in0finite
548f0ee57c Add configurable ped sync rate 2020-05-31 19:09:40 +02:00
in0finite
039ae76a14 Initial commit 2020-05-31 19:07:22 +02:00