Petr Ohlídal
Petr Ohlídal
# End goal: improve terrain performance Our terrains suffer of low FPS due to overly high batch count (= number of draw calls). This is because we use many low-poly...
# Texture blitting works! I've just successfully added the ability to edit textures via AngelScript. This literally modifies the pixels in the texture by specifying source image and destination box....
I'm aware, except that's a no go given the state of our community. We have loads of separate meshes, many using multiple submeshes with separate materials, and a long history...
Point taken, thanks, but I'm determined to try by hand first, to explore and demonstrate the possibilities of the script bindings. Our terrain system already relies on generating meshes (procedural...
# Vertex data reading works I opted to helper functions here because the raw vertex/index buffer API is involved and most importantly relies on retyping void* pointers which isn't a...
# Added OGRE Mesh/Material bindings + example This introduces 'example_ogre_terrnBatcher.as' which shows how Mesh/Material API works and will evolve into a production tool. THE INTENDED USE of the future completed...
I've just reverted the title of this PR from the intermediate "TerrnBatcher - terrain optimzation tool" to the original "AngelScript bindings for OGRE scene and stuff" because that's really what...
Hello, sorry about the late reply. I already noticed and fixed this in my current working branch https://github.com/RigsOfRods/rigs-of-rods/pull/3096. It's a segfault so it shows nothing in log and it's actually...
Hmm... An obvious approach would be to add a 'favorite' flag to modcache's entries (including cache file and query options) - but then the 'favorite' status would get lost on...
There is a feature request for multiplayer mute command: https://discord.com/channels/136544456244461568/759556195194765353/1232739955927941242 That's technically identical thing - a list of names. I could use RoR.cfg for both but it doesn't exactly belong...