disable anime outline + async script loading
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
This commit is contained in:
parent
82027a20cb
commit
53a0e0df1b
@ -1,3 +1,3 @@
|
||||
#maven.buildNumber.plugin properties file
|
||||
#Thu Aug 22 19:29:58 EDT 2024
|
||||
buildNumber=288
|
||||
#Sat Aug 24 10:15:18 EDT 2024
|
||||
buildNumber=293
|
||||
|
||||
@ -18,8 +18,6 @@
|
||||
Ticketed randomizer node for BTs to more heavily weight attacking and waiting
|
||||
|
||||
+ 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 AI tracking deleted entity
|
||||
Fix server ground movement tree playing animation over falling animation
|
||||
|
||||
@ -625,6 +625,9 @@ Fix rendering testing on jenkins
|
||||
Fix entity scene test spinup by preventing networking sockets from closing
|
||||
Thread manager/tracker + properly closing threads on engine close
|
||||
|
||||
(08/24/2024)
|
||||
Disable anime outlines effect
|
||||
|
||||
|
||||
# TODO
|
||||
|
||||
|
||||
@ -80,7 +80,7 @@ public class Main {
|
||||
Globals.initGlobals();
|
||||
|
||||
//init scripting engine
|
||||
Globals.scriptEngine.init();
|
||||
Globals.threadManager.start(new LoadingThread(LoadingThreadType.SCRIPT_ENGINE));
|
||||
|
||||
//controls
|
||||
if(Globals.RUN_CLIENT){
|
||||
|
||||
@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
@ -50,6 +50,11 @@ public class LoadingThread extends Thread {
|
||||
*/
|
||||
DEMO_MENU,
|
||||
|
||||
/**
|
||||
* Loads the script engine code from disk
|
||||
*/
|
||||
SCRIPT_ENGINE,
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@ -114,6 +119,11 @@ public class LoadingThread extends Thread {
|
||||
DemoLoading.loadDemoMenu(this.params);
|
||||
} break;
|
||||
|
||||
//Inits the script engine
|
||||
case SCRIPT_ENGINE: {
|
||||
EngineInitLoading.loadScriptingEngine(this.params);
|
||||
} break;
|
||||
|
||||
}
|
||||
isDone = true;
|
||||
}
|
||||
|
||||
@ -28,20 +28,20 @@ public class CompositePipeline implements RenderPipeline {
|
||||
//
|
||||
//Draw anime outline
|
||||
//
|
||||
openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline);
|
||||
// openGLState.setActiveShader(renderPipelineState, RenderingEngine.compositeAnimeOutline);
|
||||
|
||||
openGLState.glActiveTexture(GL40.GL_TEXTURE0);
|
||||
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
openGLState.glActiveTexture(GL40.GL_TEXTURE1);
|
||||
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
openGLState.glActiveTexture(GL40.GL_TEXTURE2);
|
||||
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
openGLState.glActiveTexture(GL40.GL_TEXTURE3);
|
||||
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
openGLState.glActiveTexture(GL40.GL_TEXTURE0);
|
||||
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.normalsOutlineTexture.getTexturePointer());
|
||||
// openGLState.glActiveTexture(GL40.GL_TEXTURE0);
|
||||
// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
// openGLState.glActiveTexture(GL40.GL_TEXTURE1);
|
||||
// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
// openGLState.glActiveTexture(GL40.GL_TEXTURE2);
|
||||
// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
// openGLState.glActiveTexture(GL40.GL_TEXTURE3);
|
||||
// openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
|
||||
// openGLState.glActiveTexture(GL40.GL_TEXTURE0);
|
||||
// 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
|
||||
|
||||
Loading…
Reference in New Issue
Block a user