fix debug sp launcher
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db043eda43
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1cb93b04f6
@ -2,8 +2,8 @@
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"gameplayGenerateWorld" : false,
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"gameplayPhysicsCellRadius" : 2,
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"displayWidth" : 1920,
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"displayHeight" : 1080,
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"displayWidth" : 2560,
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"displayHeight" : 1600,
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"displayFullscreen" : false,
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"graphicsFOV" : 100.0,
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@ -15,8 +15,8 @@
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"graphicsPerformanceOIT" : true,
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"graphicsViewRange" : 20000.0,
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"renderResolutionX": 1920,
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"renderResolutionY": 1080,
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"renderResolutionX": 2560,
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"renderResolutionY": 1600,
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"graphicsDebugDrawCollisionSpheresClient" : false,
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"graphicsDebugDrawCollisionSpheresServer" : false,
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#Fri Sep 20 15:37:40 EDT 2024
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buildNumber=359
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#Sat Oct 19 14:21:36 EDT 2024
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buildNumber=360
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@ -35,6 +35,7 @@
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- Torch
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- Throwable potions
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Fix ui scaling on abnormal monitors
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- Essentially just the global flags not being set in rendering engine on init
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Crouching
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Model clothing, hair for the human
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particles, light on sword collision
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@ -870,6 +870,12 @@ Camera offset definitions in entity files
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Non-Lsystem pine tree
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Potential fix for ground audio bug
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(10/20/2024)
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Fix SP debug launcher actually entering world
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# TODO
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@ -161,7 +161,7 @@ public class Globals {
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public static boolean RUN_DEMO = false;
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public static boolean RUN_CLIENT = true;
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public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window
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public static boolean RUN_AUDIO = true;
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public static boolean RUN_AUDIO = false;
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public static boolean RUN_SCRIPTS = true;
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public static int clientCharacterID;
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public static NetConfig netConfig = null;
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@ -192,10 +192,10 @@ public class LoadingUtils {
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}
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static void initMacroSimulation(){
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Globals.macroData = MacroData.generateWorld(0);
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// Globals.macroData = MacroData.generateWorld(0);
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// Globals.macroData.describeWorld();
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Globals.macroSimulation = new MacroSimulation();
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Globals.macroSimulation.simulate();
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// Globals.macroSimulation = new MacroSimulation();
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// Globals.macroSimulation.simulate();
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// Town startTown = Globals.macroData.getTowns().get(0);
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// Vector2i firstPos = startTown.getPositions().get(0);
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// double startX = firstPos.x * Globals.serverTerrainManager.getChunkWidth();
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@ -1,12 +1,6 @@
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package electrosphere.entity.scene;
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import electrosphere.game.server.world.ServerWorldData;
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import electrosphere.server.datacell.GriddedDataCellManager;
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import electrosphere.server.fluid.generation.DefaultFluidGenerator;
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import electrosphere.server.fluid.manager.ServerFluidManager;
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import electrosphere.server.terrain.generation.OverworldChunkGenerator;
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import electrosphere.server.terrain.manager.ServerTerrainManager;
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import electrosphere.util.FileUtils;
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/**
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* Generates scene files where appropriate (ie, if playing the procedurally generated level)
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@ -26,17 +20,6 @@ public class SceneGenerator {
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file.realmDescriptor.griddedRealmSize = GriddedDataCellManager.MAX_GRID_SIZE;
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file.createSaveInstance = true; //won't have a predefined scene to load, so must create one in the save
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file.loadAllCells = false; // do not load all cells on init
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//create terrain
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ServerWorldData serverWorldData = ServerWorldData.createGriddedRealmWorldData(2000);
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ServerTerrainManager serverTerrainManager = new ServerTerrainManager(serverWorldData, 0, new OverworldChunkGenerator());
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serverTerrainManager.generate();
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serverTerrainManager.save(saveName);
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//create world.json
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FileUtils.serializeObjectToSavePath(saveName, "./world.json", serverWorldData);
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//create mock fluid sim manager
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ServerFluidManager serverFluidManager = new ServerFluidManager(serverWorldData, serverTerrainManager, 0, new DefaultFluidGenerator());
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serverFluidManager.save(saveName);
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return file;
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}
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@ -78,8 +78,11 @@ public class SceneLoader {
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}
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} break;
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case RealmDescriptor.REALM_DESCRIPTOR_PROCEDURAL: {
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realm = Globals.realmManager.createRealm();
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realm = Globals.realmManager.createGriddedRealm(serverWorldData,serverContentManager);
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} break;
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default: {
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throw new Error("Unhandled case! " + file.realmDescriptor.getType());
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}
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}
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//spawn initial entities
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for(EntityDescriptor descriptor : file.getEntities()){
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@ -99,6 +99,7 @@ public class SaveUtils {
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//create save file
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Save save = new Save(saveName);
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Globals.currentSave = save; //chunk map saving requires global save to be set
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FileUtils.serializeObjectToSavePath(saveName, "/save.json", save);
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//write scene file
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