branchrust_reboot/main/remove_treeentity_updatecancel

8 Commits over 0 Days - ∞cph!

Today
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
Today
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
Today
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
Today
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
Today
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
Today
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
Today
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
Today
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.