disable anime outline + async script loading
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austin 2024-08-24 11:19:51 -04:00
parent 82027a20cb
commit 53a0e0df1b
7 changed files with 45 additions and 17 deletions

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@ -1,3 +1,3 @@
#maven.buildNumber.plugin properties file #maven.buildNumber.plugin properties file
#Thu Aug 22 19:29:58 EDT 2024 #Sat Aug 24 10:15:18 EDT 2024
buildNumber=288 buildNumber=293

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@ -18,8 +18,6 @@
Ticketed randomizer node for BTs to more heavily weight attacking and waiting Ticketed randomizer node for BTs to more heavily weight attacking and waiting
+ bug fixes + bug fixes
Fix anime outlines drawing over solid geometry
Fix anime outlines not drawing for first person pipeline
Fix falling tree not always deactivating on server Fix falling tree not always deactivating on server
Fix AI tracking deleted entity Fix AI tracking deleted entity
Fix server ground movement tree playing animation over falling animation Fix server ground movement tree playing animation over falling animation

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@ -625,6 +625,9 @@ Fix rendering testing on jenkins
Fix entity scene test spinup by preventing networking sockets from closing Fix entity scene test spinup by preventing networking sockets from closing
Thread manager/tracker + properly closing threads on engine close Thread manager/tracker + properly closing threads on engine close
(08/24/2024)
Disable anime outlines effect
# TODO # TODO

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@ -80,7 +80,7 @@ public class Main {
Globals.initGlobals(); Globals.initGlobals();
//init scripting engine //init scripting engine
Globals.scriptEngine.init(); Globals.threadManager.start(new LoadingThread(LoadingThreadType.SCRIPT_ENGINE));
//controls //controls
if(Globals.RUN_CLIENT){ if(Globals.RUN_CLIENT){

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@ -0,0 +1,17 @@
package electrosphere.engine.loadingthreads;
import electrosphere.engine.Globals;
/**
* Loading routines to init different parts of the engine
*/
public class EngineInitLoading {
/**
* Loads the core assets of the scripting engine from disk and initializes the engine
*/
protected static void loadScriptingEngine(Object[] params){
Globals.scriptEngine.init();
}
}

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@ -50,6 +50,11 @@ public class LoadingThread extends Thread {
*/ */
DEMO_MENU, DEMO_MENU,
/**
* Loads the script engine code from disk
*/
SCRIPT_ENGINE,
} }
/** /**
@ -113,6 +118,11 @@ public class LoadingThread extends Thread {
case DEMO_MENU: { case DEMO_MENU: {
DemoLoading.loadDemoMenu(this.params); DemoLoading.loadDemoMenu(this.params);
} break; } break;
//Inits the script engine
case SCRIPT_ENGINE: {
EngineInitLoading.loadScriptingEngine(this.params);
} break;
} }
isDone = true; isDone = true;

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@ -28,20 +28,20 @@ public class CompositePipeline implements RenderPipeline {
// //
//Draw anime outline //Draw anime outline
// //
openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline); // openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline);
openGLState.glActiveTexture(GL40.GL_TEXTURE0); // openGLState.glActiveTexture(GL40.GL_TEXTURE0);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0); // openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
openGLState.glActiveTexture(GL40.GL_TEXTURE1); // openGLState.glActiveTexture(GL40.GL_TEXTURE1);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0); // openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
openGLState.glActiveTexture(GL40.GL_TEXTURE2); // openGLState.glActiveTexture(GL40.GL_TEXTURE2);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0); // openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
openGLState.glActiveTexture(GL40.GL_TEXTURE3); // openGLState.glActiveTexture(GL40.GL_TEXTURE3);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0); // openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
openGLState.glActiveTexture(GL40.GL_TEXTURE0); // openGLState.glActiveTexture(GL40.GL_TEXTURE0);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.normalsOutlineTexture.getTexturePointer()); // openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.normalsOutlineTexture.getTexturePointer());
GL40.glDrawArrays(GL40.GL_TRIANGLES, 0, 6); // GL40.glDrawArrays(GL40.GL_TRIANGLES, 0, 6);
// //
//Composite transparency on top of solids //Composite transparency on top of solids