fix debug sp launcher

This commit is contained in:
austin 2024-10-20 12:01:50 -04:00
parent db043eda43
commit 1cb93b04f6
9 changed files with 22 additions and 28 deletions

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@ -2,8 +2,8 @@
"gameplayGenerateWorld" : false, "gameplayGenerateWorld" : false,
"gameplayPhysicsCellRadius" : 2, "gameplayPhysicsCellRadius" : 2,
"displayWidth" : 1920, "displayWidth" : 2560,
"displayHeight" : 1080, "displayHeight" : 1600,
"displayFullscreen" : false, "displayFullscreen" : false,
"graphicsFOV" : 100.0, "graphicsFOV" : 100.0,
@ -15,8 +15,8 @@
"graphicsPerformanceOIT" : true, "graphicsPerformanceOIT" : true,
"graphicsViewRange" : 20000.0, "graphicsViewRange" : 20000.0,
"renderResolutionX": 1920, "renderResolutionX": 2560,
"renderResolutionY": 1080, "renderResolutionY": 1600,
"graphicsDebugDrawCollisionSpheresClient" : false, "graphicsDebugDrawCollisionSpheresClient" : false,
"graphicsDebugDrawCollisionSpheresServer" : false, "graphicsDebugDrawCollisionSpheresServer" : false,

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@ -1,3 +1,3 @@
#maven.buildNumber.plugin properties file #maven.buildNumber.plugin properties file
#Fri Sep 20 15:37:40 EDT 2024 #Sat Oct 19 14:21:36 EDT 2024
buildNumber=359 buildNumber=360

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@ -35,6 +35,7 @@
- Torch - Torch
- Throwable potions - Throwable potions
Fix ui scaling on abnormal monitors Fix ui scaling on abnormal monitors
- Essentially just the global flags not being set in rendering engine on init
Crouching Crouching
Model clothing, hair for the human Model clothing, hair for the human
particles, light on sword collision particles, light on sword collision

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@ -870,6 +870,12 @@ Camera offset definitions in entity files
Non-Lsystem pine tree Non-Lsystem pine tree
Potential fix for ground audio bug Potential fix for ground audio bug
(10/20/2024)
Fix SP debug launcher actually entering world
# TODO # TODO

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@ -161,7 +161,7 @@ public class Globals {
public static boolean RUN_DEMO = false; public static boolean RUN_DEMO = false;
public static boolean RUN_CLIENT = true; public static boolean RUN_CLIENT = true;
public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window
public static boolean RUN_AUDIO = true; public static boolean RUN_AUDIO = false;
public static boolean RUN_SCRIPTS = true; public static boolean RUN_SCRIPTS = true;
public static int clientCharacterID; public static int clientCharacterID;
public static NetConfig netConfig = null; public static NetConfig netConfig = null;

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@ -192,10 +192,10 @@ public class LoadingUtils {
} }
static void initMacroSimulation(){ static void initMacroSimulation(){
Globals.macroData = MacroData.generateWorld(0); // Globals.macroData = MacroData.generateWorld(0);
// Globals.macroData.describeWorld(); // Globals.macroData.describeWorld();
Globals.macroSimulation = new MacroSimulation(); // Globals.macroSimulation = new MacroSimulation();
Globals.macroSimulation.simulate(); // Globals.macroSimulation.simulate();
// Town startTown = Globals.macroData.getTowns().get(0); // Town startTown = Globals.macroData.getTowns().get(0);
// Vector2i firstPos = startTown.getPositions().get(0); // Vector2i firstPos = startTown.getPositions().get(0);
// double startX = firstPos.x * Globals.serverTerrainManager.getChunkWidth(); // double startX = firstPos.x * Globals.serverTerrainManager.getChunkWidth();

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@ -1,12 +1,6 @@
package electrosphere.entity.scene; package electrosphere.entity.scene;
import electrosphere.game.server.world.ServerWorldData;
import electrosphere.server.datacell.GriddedDataCellManager; import electrosphere.server.datacell.GriddedDataCellManager;
import electrosphere.server.fluid.generation.DefaultFluidGenerator;
import electrosphere.server.fluid.manager.ServerFluidManager;
import electrosphere.server.terrain.generation.OverworldChunkGenerator;
import electrosphere.server.terrain.manager.ServerTerrainManager;
import electrosphere.util.FileUtils;
/** /**
* Generates scene files where appropriate (ie, if playing the procedurally generated level) * Generates scene files where appropriate (ie, if playing the procedurally generated level)
@ -27,17 +21,6 @@ public class SceneGenerator {
file.createSaveInstance = true; //won't have a predefined scene to load, so must create one in the save file.createSaveInstance = true; //won't have a predefined scene to load, so must create one in the save
file.loadAllCells = false; // do not load all cells on init file.loadAllCells = false; // do not load all cells on init
//create terrain
ServerWorldData serverWorldData = ServerWorldData.createGriddedRealmWorldData(2000);
ServerTerrainManager serverTerrainManager = new ServerTerrainManager(serverWorldData, 0, new OverworldChunkGenerator());
serverTerrainManager.generate();
serverTerrainManager.save(saveName);
//create world.json
FileUtils.serializeObjectToSavePath(saveName, "./world.json", serverWorldData);
//create mock fluid sim manager
ServerFluidManager serverFluidManager = new ServerFluidManager(serverWorldData, serverTerrainManager, 0, new DefaultFluidGenerator());
serverFluidManager.save(saveName);
return file; return file;
} }

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@ -78,8 +78,11 @@ public class SceneLoader {
} }
} break; } break;
case RealmDescriptor.REALM_DESCRIPTOR_PROCEDURAL: { case RealmDescriptor.REALM_DESCRIPTOR_PROCEDURAL: {
realm = Globals.realmManager.createRealm(); realm = Globals.realmManager.createGriddedRealm(serverWorldData,serverContentManager);
} break; } break;
default: {
throw new Error("Unhandled case! " + file.realmDescriptor.getType());
}
} }
//spawn initial entities //spawn initial entities
for(EntityDescriptor descriptor : file.getEntities()){ for(EntityDescriptor descriptor : file.getEntities()){

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@ -99,6 +99,7 @@ public class SaveUtils {
//create save file //create save file
Save save = new Save(saveName); Save save = new Save(saveName);
Globals.currentSave = save; //chunk map saving requires global save to be set
FileUtils.serializeObjectToSavePath(saveName, "/save.json", save); FileUtils.serializeObjectToSavePath(saveName, "/save.json", save);
//write scene file //write scene file