code cleanup
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@ -2179,12 +2179,6 @@ Revisit first attempt at instancing (its really laggy lol)
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Another pass at grass
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Another pass at grass
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- Multiple foliage models in same cell
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- Multiple foliage models in same cell
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Build a lod system
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- Could potentially be held at actor level
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- Link different models based on LOD level
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- LOD trees aggressively
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- LOD foliage cells aggressively
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Refactor attach logic to better encapsulate semantic attachment
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Refactor attach logic to better encapsulate semantic attachment
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Light Manager
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Light Manager
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@ -37,18 +37,17 @@ public class ClientLoading {
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/**
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/**
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* Number of frames to wait before updating status of draw cell manager loading
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* Number of frames to wait before updating status of draw cell manager loading
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*/
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*/
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static final int DRAW_CELL_UPDATE_RATE = 60;
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private static final int DRAW_CELL_UPDATE_RATE = 60;
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/**
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* The number of frames the draw cell is expected to take (minimum) to init
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*/
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static final int DRAW_CELL_EXPECTED_MINIMUM_FRAMES_TO_INIT = 10;
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/**
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/**
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* Number of frames to wait before re-sending query for lore
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* Number of frames to wait before re-sending query for lore
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*/
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*/
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static final int LORE_RESEND_FRAMES = 1000;
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private static final int LORE_RESEND_FRAMES = 1000;
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/**
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* Maximum time to wait for the draw cell to load before warning that it is taking a long time
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*/
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private static final int MAX_DRAW_CELL_WAIT = 1000;
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/**
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/**
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@ -137,8 +136,6 @@ public class ClientLoading {
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initBlockCellManager(true);
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initBlockCellManager(true);
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//initialize the basic graphical entities of the world (skybox, camera)
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//initialize the basic graphical entities of the world (skybox, camera)
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initWorldBaseGraphicalEntities();
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initWorldBaseGraphicalEntities();
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//init arena specific stuff (ie different skybox colors)
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initBaseGraphicalEntities();
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//sets micro and macro sims to ready if they exist
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//sets micro and macro sims to ready if they exist
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setSimulationsToReady();
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setSimulationsToReady();
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//set simulations to ready if they exist
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//set simulations to ready if they exist
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@ -239,16 +236,10 @@ public class ClientLoading {
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}
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}
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/**
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* The mose basic graphical entities
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*/
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private static void initWorldBaseGraphicalEntities(){
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private static void initWorldBaseGraphicalEntities(){
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/*
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Skybox
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*/
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// Model skyboxModel = Globals.assetManager.fetchModel(AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
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// Globals.skybox = EntityUtils.spawnDrawableEntity(AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
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/*
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/*
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Player Camera
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Player Camera
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@ -261,15 +252,10 @@ public class ClientLoading {
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Targeting crosshair
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Targeting crosshair
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*/
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*/
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Crosshair.initCrossHairEntity();
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Crosshair.initCrossHairEntity();
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}
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/*
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/**
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* Skybox
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* Initializes the base graphical entities of the engine
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*/
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*/
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static void initBaseGraphicalEntities(){
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//starry sky true skybox
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Entity skybox = EntityCreationUtils.createClientSpatialEntity();
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Entity skybox = EntityCreationUtils.createClientSpatialEntity();
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EntityCreationUtils.makeEntityDrawable(skybox, "Models/environment/skyboxSphere.fbx");
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EntityCreationUtils.makeEntityDrawable(skybox, "Models/environment/skyboxSphere.fbx");
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DrawableUtils.disableCulling(skybox);
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DrawableUtils.disableCulling(skybox);
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@ -283,8 +269,6 @@ public class ClientLoading {
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CursorState.createCursorEntities();
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CursorState.createCursorEntities();
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}
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}
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static final int MAX_DRAW_CELL_WAIT = 1000;
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/**
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/**
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* Inits the drawcell manager
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* Inits the drawcell manager
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* @param blockForInit Blocks the thread until the draw cell manager is ready
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* @param blockForInit Blocks the thread until the draw cell manager is ready
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@ -307,7 +291,6 @@ public class ClientLoading {
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}
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}
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}
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}
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//initialize draw cell manager
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//initialize draw cell manager
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// Globals.drawCellManager = new DrawCellManager(Globals.clientTerrainManager, 0, 0, 0);
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Globals.clientState.clientDrawCellManager = new ClientDrawCellManager(Globals.voxelTextureAtlas, Globals.clientState.clientWorldData.getWorldDiscreteSize());
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Globals.clientState.clientDrawCellManager = new ClientDrawCellManager(Globals.voxelTextureAtlas, Globals.clientState.clientWorldData.getWorldDiscreteSize());
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//Alerts the client simulation that it should start loading terrain
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//Alerts the client simulation that it should start loading terrain
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Globals.clientState.clientSimulation.setLoadingTerrain(true);
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Globals.clientState.clientSimulation.setLoadingTerrain(true);
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