disable anime outline + async script loading
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#maven.buildNumber.plugin properties file
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#Thu Aug 22 19:29:58 EDT 2024
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#Sat Aug 24 10:15:18 EDT 2024
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buildNumber=288
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buildNumber=293
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@ -18,8 +18,6 @@
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Ticketed randomizer node for BTs to more heavily weight attacking and waiting
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Ticketed randomizer node for BTs to more heavily weight attacking and waiting
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+ bug fixes
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+ bug fixes
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Fix anime outlines drawing over solid geometry
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Fix anime outlines not drawing for first person pipeline
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Fix falling tree not always deactivating on server
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Fix falling tree not always deactivating on server
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Fix AI tracking deleted entity
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Fix AI tracking deleted entity
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Fix server ground movement tree playing animation over falling animation
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Fix server ground movement tree playing animation over falling animation
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@ -625,6 +625,9 @@ Fix rendering testing on jenkins
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Fix entity scene test spinup by preventing networking sockets from closing
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Fix entity scene test spinup by preventing networking sockets from closing
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Thread manager/tracker + properly closing threads on engine close
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Thread manager/tracker + properly closing threads on engine close
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(08/24/2024)
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Disable anime outlines effect
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# TODO
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# TODO
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@ -80,7 +80,7 @@ public class Main {
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Globals.initGlobals();
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Globals.initGlobals();
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//init scripting engine
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//init scripting engine
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Globals.scriptEngine.init();
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Globals.threadManager.start(new LoadingThread(LoadingThreadType.SCRIPT_ENGINE));
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//controls
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//controls
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if(Globals.RUN_CLIENT){
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if(Globals.RUN_CLIENT){
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@ -0,0 +1,17 @@
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package electrosphere.engine.loadingthreads;
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import electrosphere.engine.Globals;
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/**
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* Loading routines to init different parts of the engine
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*/
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public class EngineInitLoading {
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/**
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* Loads the core assets of the scripting engine from disk and initializes the engine
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*/
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protected static void loadScriptingEngine(Object[] params){
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Globals.scriptEngine.init();
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}
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}
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@ -50,6 +50,11 @@ public class LoadingThread extends Thread {
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*/
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*/
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DEMO_MENU,
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DEMO_MENU,
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/**
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* Loads the script engine code from disk
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*/
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SCRIPT_ENGINE,
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}
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}
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/**
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/**
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@ -113,6 +118,11 @@ public class LoadingThread extends Thread {
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case DEMO_MENU: {
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case DEMO_MENU: {
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DemoLoading.loadDemoMenu(this.params);
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DemoLoading.loadDemoMenu(this.params);
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} break;
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} break;
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//Inits the script engine
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case SCRIPT_ENGINE: {
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EngineInitLoading.loadScriptingEngine(this.params);
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} break;
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}
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}
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isDone = true;
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isDone = true;
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@ -28,20 +28,20 @@ public class CompositePipeline implements RenderPipeline {
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//
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//
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//Draw anime outline
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//Draw anime outline
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//
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//
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline);
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// openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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// openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE1);
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// openGLState.glActiveTexture(GL40.GL_TEXTURE1);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE2);
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// openGLState.glActiveTexture(GL40.GL_TEXTURE2);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE3);
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// openGLState.glActiveTexture(GL40.GL_TEXTURE3);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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// openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.normalsOutlineTexture.getTexturePointer());
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// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.normalsOutlineTexture.getTexturePointer());
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GL40.glDrawArrays(GL40.GL_TRIANGLES, 0, 6);
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// GL40.glDrawArrays(GL40.GL_TRIANGLES, 0, 6);
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//
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//
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//Composite transparency on top of solids
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//Composite transparency on top of solids
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