re-enable foliage manager
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This commit is contained in:
austin 2024-11-14 09:03:44 -05:00
parent dda20e55cc
commit 166ed9ea6e
6 changed files with 18 additions and 6 deletions

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@ -13,7 +13,7 @@
"graphicsPerformanceEnableVSync" : false,
"graphicsPerformanceDrawShadows" : true,
"graphicsPerformanceOIT" : true,
"graphicsPerformanceEnableFoliageManager" : false,
"graphicsPerformanceEnableFoliageManager" : true,
"graphicsViewRange" : 20000.0,
"renderResolutionX": 1920,

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@ -0,0 +1,11 @@
{
"textureMap": {
"Models/items/weapons/shovel1.glb": [
{
"meshName" : "Cylinder",
"diffuse" : "/Models/items/weapons/shovel1.png",
"isDefault" : true
}
]
}
}

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@ -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

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@ -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];
}