new voxel audio, foliage fix, ui test fix
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assets/Audio/movement/surface/grass/Bare Step Grass Hard A.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard A.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard B.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard B.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard C.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard C.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard D.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard D.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard E.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Hard E.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium A.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium A.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium B.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium B.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium C.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium C.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium D.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium D.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium E.wav
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assets/Audio/movement/surface/grass/Bare Step Grass Medium E.wav
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assets/Audio/movement/surface/grass/Jump Step Grass A.wav
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assets/Audio/movement/surface/grass/Jump Step Grass A.wav
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assets/Audio/movement/surface/grass/Jump Step Grass B.wav
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assets/Audio/movement/surface/grass/Jump Step Grass B.wav
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assets/Audio/movement/surface/grass/Land Step Grass A.wav
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assets/Audio/movement/surface/grass/Land Step Grass A.wav
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assets/Audio/movement/surface/grass/Land Step Grass B.wav
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assets/Audio/movement/surface/grass/Land Step Grass B.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard A.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard A.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard B.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard B.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard C.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard C.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard D.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard D.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard E.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Hard E.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium A.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium A.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium B.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium B.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium C.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium C.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium D.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium D.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium E.wav
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assets/Audio/movement/surface/grass/Shoe Step Grass Medium E.wav
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@ -82,6 +82,45 @@
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"Audio/movement/surface/dirt/Land Step Gravel A.wav",
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"Audio/movement/surface/dirt/Land Step Gravel B.wav"
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]
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},
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{
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"voxelTypeIds" : [2,3],
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"footstepRegularBareAudioPaths" : [
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"Audio/movement/surface/grass/Bare Step Grass Medium A.wav",
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"Audio/movement/surface/grass/Bare Step Grass Medium B.wav",
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"Audio/movement/surface/grass/Bare Step Grass Medium C.wav",
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"Audio/movement/surface/grass/Bare Step Grass Medium D.wav",
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"Audio/movement/surface/grass/Bare Step Grass Medium E.wav"
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],
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"footstepHeavyBareAudioPaths" : [
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"Audio/movement/surface/grass/Bare Step Grass Hard A.wav",
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"Audio/movement/surface/grass/Bare Step Grass Hard B.wav",
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"Audio/movement/surface/grass/Bare Step Grass Hard C.wav",
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"Audio/movement/surface/grass/Bare Step Grass Hard D.wav",
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"Audio/movement/surface/grass/Bare Step Grass Hard E.wav"
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],
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"footstepRegularShoeAudioPaths" : [
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"Audio/movement/surface/grass/Shoe Step Grass Medium A.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Medium B.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Medium C.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Medium D.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Medium E.wav"
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],
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"footstepHeavyShoeAudioPaths" : [
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"Audio/movement/surface/grass/Shoe Step Grass Hard A.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Hard B.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Hard C.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Hard D.wav",
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"Audio/movement/surface/grass/Shoe Step Grass Hard E.wav"
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],
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"jumpAudioPaths" : [
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"Audio/movement/surface/grass/Jump Step Grass A.wav",
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"Audio/movement/surface/grass/Jump Step Grass B.wav"
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],
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"landAudioPaths" : [
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"Audio/movement/surface/grass/Land Step Grass A.wav",
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"Audio/movement/surface/grass/Land Step Grass B.wav"
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]
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}
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]
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}
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@ -16,7 +16,6 @@
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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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Fix grass rendering distance
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Fix return to title menu synchronization bug
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+ unreproducible bugs
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@ -720,9 +720,16 @@ Fix empty item slot not showing underneath dragged item
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Fix voxel selection popout rendering, nav logic
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(09/11/2024)
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Voxel updates
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Voxel updates (+new type!)
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Fix return-to-title button from ingame main menu
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Fix F2 controls bug with title menu
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ChunkOctree implementation
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Octree approach for rendering foliage on client
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Foliage scaled cell generation
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DBody key refactor
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Audio for grass/leaves
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Re-enable UI test
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Fix foliage chunk-level radius being too low (causing grass cutoff)
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# TODO
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@ -24,7 +24,7 @@ public class ClientFoliageManager {
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/**
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* Number of chunks to check
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*/
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int chunkRadius = 1;
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int chunkRadius = 2;
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@ -27,12 +27,12 @@ public class FoliageChunk {
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/**
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* The distance to draw at full resolution
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*/
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static final double FULL_RES_DIST = 20;
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static final double FULL_RES_DIST = 15;
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/**
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* The distance for half resolution
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*/
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static final double HALF_RES_DIST = 40;
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static final double HALF_RES_DIST = 30;
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/**
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* The octree holding all the chunks to evaluate
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@ -285,8 +285,10 @@ public class Framebuffer {
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int offsetY = 0;
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int width = openGLState.getViewport().x;
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int height = openGLState.getViewport().y;
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//the formats we want opengl to return with
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int pixelFormat = GL40.GL_RGBA;
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int type = GL40.GL_UNSIGNED_INT;
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int type = GL40.GL_UNSIGNED_BYTE;
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bind(openGLState);
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@ -296,8 +298,6 @@ public class Framebuffer {
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GL40.glReadBuffer(GL40.GL_BACK);
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} else if(attachTextureMap.containsKey(0)){
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Texture texture = attachTextureMap.get(0);
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pixelFormat = texture.getFormat();
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type = texture.getDataType();
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width = texture.getWidth();
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height = texture.getHeight();
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} else {
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@ -353,19 +353,7 @@ public class Framebuffer {
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LoggerInterface.loggerRenderer.WARNING("Trying to export framebuffer that has image of unsupported pixel format");
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} break;
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}
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int bytesPerComponent = 1;
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switch(type){
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case GL40.GL_UNSIGNED_INT: {
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bytesPerComponent = 4;
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} break;
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case GL40.GL_UNSIGNED_BYTE: {
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bytesPerComponent = 1;
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} break;
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default: {
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LoggerInterface.loggerRenderer.WARNING("Trying to export framebuffer that has image of unsupported datatype");
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} break;
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}
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return multiplier * bytesPerComponent;
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return multiplier;
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}
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}
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@ -48,7 +48,7 @@ public class FramebufferUtils {
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public static Texture generateScreenTextureColor(OpenGLState openGLState, int width, int height){
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Texture texture = new Texture();
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texture.bind(openGLState);
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texture.glTexImage2D(openGLState, width, height, GL_RGB, GL_UNSIGNED_BYTE);
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texture.glTexImage2D(openGLState, width, height, GL_RGB, GL45.GL_UNSIGNED_INT);
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texture.setMinFilter(openGLState, GL_LINEAR);
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texture.setMagFilter(openGLState, GL_LINEAR);
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//these make sure the texture actually clamps to the borders of the quad
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@ -67,7 +67,7 @@ public class FramebufferUtils {
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public static Texture generateScreenTextureColorAlpha(OpenGLState openGLState, int width, int height){
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Texture texture = new Texture();
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texture.bind(openGLState);
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texture.glTexImage2D(openGLState, width, height, GL_RGBA, GL45.GL_UNSIGNED_INT_8_8_8_8);
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texture.glTexImage2D(openGLState, width, height, GL_RGBA, GL45.GL_UNSIGNED_INT);
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texture.setMinFilter(openGLState, GL_LINEAR);
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texture.setMagFilter(openGLState, GL_LINEAR);
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//these make sure the texture actually clamps to the borders of the quad
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@ -1,7 +1,5 @@
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package electrosphere.renderer.ui.elements;
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import org.junit.jupiter.api.Disabled;
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import electrosphere.test.annotations.IntegrationTest;
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import electrosphere.menu.WindowUtils;
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import electrosphere.menu.mainmenu.MenuGeneratorsUITesting;
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@ -16,18 +14,19 @@ public class WindowTest extends RenderingTestTemplate {
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/**
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* Tests creating a window
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*/
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@Disabled
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@IntegrationTest
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public void testCreateWindow(){
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//create ui testing window
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TestEngineUtils.simulateFrames(1);
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WindowUtils.replaceMainMenuContents(MenuGeneratorsUITesting.createUITestMenu());
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//only simulating 1 frame after updating ui contents does not trigger re-render in local dev environment, but DOES in CI env
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//2 frames seems to fix this
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//wait for ui updates
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TestEngineUtils.flush();
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TestEngineUtils.simulateFrames(60);
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// TestRenderingUtils.saveTestRender("./test/java/electrosphere/renderer/ui/elements/window.png");
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this.checkRender("Basic", "./test/java/electrosphere/renderer/ui/elements/window.png");
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this.checkRender("Basic", "./test/java/electrosphere/renderer/ui/elements/ui-test.png");
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}
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}
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test/java/electrosphere/renderer/ui/elements/ui-test.png
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test/java/electrosphere/renderer/ui/elements/ui-test.png
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