Capostrophic
786f3e5fc3
Remove unused and unfinished blendmap packing feature
6 years ago
Bret Curtis
5e12073b47
Merge pull request #2272 from akortunov/optimize_terrain
...
Do not block loading while compiling composite maps
6 years ago
Andrei Kortunov
b466bfee40
Enable light sources directly to avoid virtual calls
6 years ago
Andrei Kortunov
0e1f5f68b6
Do not allow different threads to compile the same composite map
6 years ago
Andrei Kortunov
cad45e96ac
Remove redundant mCompile set - we do not use data from it anyway
6 years ago
bzzt
c2986b3bd7
Do not block the loading thread while compiling composite maps in the
...
draw thread
6 years ago
Bret Curtis
26feedfcae
Merge pull request #2268 from akortunov/scanfix
...
Fix some issues from the Coverity Scan report
6 years ago
Bret Curtis
19dcbf2b3d
Merge pull request #2266 from Capostrophic/vsync
...
Vsync tweaks
6 years ago
Andrei Kortunov
b2fca46206
Fix a couple of minor issues in shadows
6 years ago
Andrei Kortunov
7995a92672
Initialize missing variables
6 years ago
Capostrophic
9b65f0dbca
Vsync tweaks
...
Try to use adaptive vsync if available
Don't use vsync if unavailable
6 years ago
Bret Curtis
b819690e82
Merge pull request #2264 from akortunov/optimize_terrain
...
Delete composite map layers in the background thread
6 years ago
bzzt
aa5a071aef
Delete composite map layers in the background thread
6 years ago
Bret Curtis
d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
...
Optimize terrain
6 years ago
Bret Curtis
45221418bd
Merge pull request #2260 from elsid/fix_clean_unused_navmeshes
...
Fix clean unused navmeshes
6 years ago
bzzt
6029ed4ecc
Reject empty quad tree nodes at the cell level without land data
6 years ago
bzzt
36fa51b6ad
Fix bounding box calculation for terrain shapes
6 years ago
elsid
4624f31788
Report navigator stats
6 years ago
elsid
8adc83f6e2
Fix clean unused navmeshes
...
weak_ptr doesn't have constructor for shared_ptr&& type, so ptr wasn't
moved, just copied.
6 years ago
elsid
2c78d530a2
Use static vector to store stat names
6 years ago
Bret Curtis
ab69ad65ed
Merge pull request #2234 from Capostrophic/terrain
...
Some more improvements from bzzt's branch
6 years ago
Capostrophic
de572226e4
Update optimizer with upstream improvements
6 years ago
bzzt
b42ad0f610
Inline certain terrain storage functions
6 years ago
bzzt
e131e6699c
Match vertex colors data type to source
6 years ago
elsid
c91deaf7af
Use std::vector::data method to avoid reference binding to null pointer
6 years ago
elsid
dd0b45ede6
Do not pass nullptr to std::memcmp
6 years ago
Bret Curtis
7917f1fc84
Merge pull request #2252 from akortunov/terrain
...
Do not allocate empty callbacks in the RigGeometry
6 years ago
bzzt
4ab93aeffe
Do not allocate empty callbacks in the RigGeometry
6 years ago
elsid
8e09468f45
Don't set display list usage for navmesh
6 years ago
Bret Curtis
7b1a62fc1d
Merge pull request #2247 from akortunov/loadtex
...
Allow to override texture records in the game
6 years ago
Andrei Kortunov
943279abbb
Consider land texture with given ID and index as override for base texture with the same ID and index (bug #4736 )
6 years ago
Bret Curtis
7efdddd53c
Merge pull request #2242 from elsid/make_shared
...
Use std::make_shared
6 years ago
Bret Curtis
cb1a5f3679
Merge pull request #2245 from elsid/navigator_refactor
...
Refactor navigator related code
6 years ago
Bret Curtis
7b793b8809
Merge pull request #2244 from elsid/navmesh_cache_item_refactor
...
Make NavMeshCacheItem consistent
6 years ago
elsid
68948bc847
Avoid key allocation to find tile in cache
6 years ago
elsid
4395a92c35
Use display list to render navmesh
...
Slightly improves performance of massive navmesh rendering.
6 years ago
elsid
849f2078c1
Swap outside critical section
6 years ago
elsid
8d2af94b75
Use default objects for NavigatorStub methods result
6 years ago
elsid
ece111d05a
Check for jobs using predicate
6 years ago
elsid
c05fc9e054
Add missing cleanup
6 years ago
elsid
ce9aebcba1
Clear all changed tiles after post
6 years ago
elsid
9d61c49478
Store key by reference in tiles map
6 years ago
elsid
614d5243c3
Make NavMeshCacheItem consistent
...
Move all logic related to this type into its methods.
6 years ago
elsid
b3c5d64ff3
Use std::make_shared
6 years ago
elsid
f6a1d3cecf
Store weak pointers to navmesh in jobs queue
...
To avoid useless processing for removed navmeshes.
6 years ago
elsid
ccc709a316
Store guarded navmesh cache item in shared_ptr
...
Remove useless SharedGuarded type.
6 years ago
elsid
0479ebf5ae
Remove unused actors and navmeshes on update
...
When there is only one actor (player) on a scene and it moving to other
cell first it will be removed from navigator then added. Remove cause
navmesh removing for its half extents. After it is added navmesh for
same half extents is created and added. While this all happens there are
still jobs for old navmesh are processing. Old navmesh still exists
because it is stored by shared pointer. So jobs take tiles from cache
and place them into old navmesh. After that other jobs take same tiles
from cache (half extents and coordinates are equal) and place them into
other navmesh. dtNavMesh changes tile data on add and remove. Adding tile
to two dtNavMesh corrupts tile in both nameshes.
6 years ago
Chris Djali
c328c4a010
Merge pull request #2231 from akortunov/warnfix
...
Get rid of C-style limits in the shadows code
6 years ago
Andrei Kortunov
bacaa1f789
Get rid of C-style limits in the shadows code
6 years ago
Andrei Kortunov
12f9184d00
Allow to interrupt terrain preloading
6 years ago