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, "graphicsPerformanceEnableVSync" : false,
"graphicsPerformanceDrawShadows" : true, "graphicsPerformanceDrawShadows" : true,
"graphicsPerformanceOIT" : true, "graphicsPerformanceOIT" : true,
"graphicsPerformanceEnableFoliageManager" : false, "graphicsPerformanceEnableFoliageManager" : true,
"graphicsViewRange" : 20000.0, "graphicsViewRange" : 20000.0,
"renderResolutionX": 1920, "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 Loot pool data definition
Implement items dropping from entities on death Implement items dropping from entities on death
Officially mark transvoxel algo as solved 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 - Crafting Menu
- Recipe definitions - Recipe definitions
- Reagent items - Reagent items
- Hover-over Tooltip for items in inventory
Ability to fully reload game engine state without exiting client 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 - Allow texture map to bind multiple model paths to a single set of mesh->textures
- Cache texture atlas for terrain - Cache texture atlas for terrain
- Separate thread loads non-critical assets async while on title menu, but blocks main game display until completed - 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 Scripting enhancements
- setTimeout - setTimeout

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@ -202,6 +202,9 @@ public class ChunkData {
* @return The type of the specified voxel * @return The type of the specified voxel
*/ */
public int getType(int localX, int localY, int localZ){ public int getType(int localX, int localY, int localZ){
if(this.homogenousValue != ChunkData.NOT_HOMOGENOUS){
return this.homogenousValue;
}
return voxelType[localX][localY][localZ]; return voxelType[localX][localY][localZ];
} }