Osoyoos-Launcher
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Added level compile queue system for CE and H2. Also added simultaneous map compile for H3/ODST
Pretty self explanatory, allows users of CE and H2 to set up a "queue" of levels to be compiled in order. This is very useful for, say, compiling the entire campaign together. H3 and ODST tool.exe is also capable of compiling a seemingly unlimited number of levels simultaneously with no issue - although slowdown will occur if you exceed the number of threads the CPU has. Tested on a 12 core processor, compiling 13 maps simultaneously only took ~500 seconds, as opposed to a ~50-75% of that time each the usual way. As you can imagine there is a fair bit of interest in a system like this to save people a lot of time and effort when compiling a lot of maps. Just set up the maps you wish to compile and bam it does all of them with no further input.
Most of this code is GamerGotten's so I'd like to credit him, I've only fixed it up and added a few things. Please let me know if you don't like the system though - I recognise that simply removing the "await" for calling the level compile function to get it to do things simultaneously is probably not great practice, but unfortunately I'm not familiar with async/await.
I'll take a look at it later
Any thoughts?