re-enable foliage manager
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
This commit is contained in:
parent
dda20e55cc
commit
166ed9ea6e
@ -13,7 +13,7 @@
|
||||
"graphicsPerformanceEnableVSync" : false,
|
||||
"graphicsPerformanceDrawShadows" : true,
|
||||
"graphicsPerformanceOIT" : true,
|
||||
"graphicsPerformanceEnableFoliageManager" : false,
|
||||
"graphicsPerformanceEnableFoliageManager" : true,
|
||||
"graphicsViewRange" : 20000.0,
|
||||
|
||||
"renderResolutionX": 1920,
|
||||
|
||||
Binary file not shown.
BIN
assets/Models/items/weapons/shovel1.png
Normal file
BIN
assets/Models/items/weapons/shovel1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 905 KiB |
11
assets/Models/items/weapons/texturemap.json
Normal file
11
assets/Models/items/weapons/texturemap.json
Normal file
@ -0,0 +1,11 @@
|
||||
{
|
||||
"textureMap": {
|
||||
"Models/items/weapons/shovel1.glb": [
|
||||
{
|
||||
"meshName" : "Cylinder",
|
||||
"diffuse" : "/Models/items/weapons/shovel1.png",
|
||||
"isDefault" : true
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@ -1024,6 +1024,9 @@ Item data refactor to make it recursive
|
||||
Loot pool data definition
|
||||
Implement items dropping from entities on death
|
||||
Officially mark transvoxel algo as solved
|
||||
Fix shovel not having texture
|
||||
Re-enable foliage manager
|
||||
Fix chunk value lookup
|
||||
|
||||
|
||||
|
||||
@ -1054,7 +1057,6 @@ Implement gadgets
|
||||
- Crafting Menu
|
||||
- Recipe definitions
|
||||
- Reagent items
|
||||
- Hover-over Tooltip for items in inventory
|
||||
|
||||
|
||||
Ability to fully reload game engine state without exiting client
|
||||
@ -1083,10 +1085,6 @@ Startup Performance
|
||||
- Allow texture map to bind multiple model paths to a single set of mesh->textures
|
||||
- Cache texture atlas for terrain
|
||||
- Separate thread loads non-critical assets async while on title menu, but blocks main game display until completed
|
||||
- Voxel caching and compression over network
|
||||
- Easiest one is if sending all air, send single byte
|
||||
- Proactively send chunks on player loading in (ie, send all chunks that are all air before its even requested)
|
||||
- Also send all 'dirt' or 'stone' chunks
|
||||
|
||||
Scripting enhancements
|
||||
- setTimeout
|
||||
|
||||
@ -202,6 +202,9 @@ public class ChunkData {
|
||||
* @return The type of the specified voxel
|
||||
*/
|
||||
public int getType(int localX, int localY, int localZ){
|
||||
if(this.homogenousValue != ChunkData.NOT_HOMOGENOUS){
|
||||
return this.homogenousValue;
|
||||
}
|
||||
return voxelType[localX][localY][localZ];
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user