-
Notifications
You must be signed in to change notification settings - Fork 1.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
fix(rendering): replicate SkeletalMesh fields, fix debug skeleton scale #4897
Merged
jdrueckert
merged 20 commits into
develop
from
bugfix/correct-SkeletonRenderer-debug-resolve-update
Nov 14, 2021
Merged
Changes from 2 commits
Commits
Show all changes
20 commits
Select commit
Hold shift + click to select a range
3f181eb
bugfix: resolve SkeletonRenderer for multiplayer and correct debug sk…
pollend 2d59d7a
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 5c86c10
chore: cache matrix and vector
pollend 70b323b
Merge branch 'bugfix/correct-SkeletonRenderer-debug-resolve-update' o…
pollend 19ed92d
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 54496d9
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 99f7015
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
jdrueckert 6a49a99
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
jdrueckert a1d425c
feat: add offset to camera
pollend 582e579
Merge branch 'bugfix/correct-SkeletonRenderer-debug-resolve-update' o…
pollend b6d94af
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 8cee37c
chore: update renderoverlay
pollend fe25375
chore: add todo
pollend be929fc
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 75e09b6
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
jdrueckert c8d5c6d
chore: add comments to SkeletonRenderer
pollend 171a1ad
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
pollend 492e81d
chore: update docs
pollend 783e162
Merge branch 'bugfix/correct-SkeletonRenderer-debug-resolve-update' o…
pollend 60668de
Merge branch 'develop' into bugfix/correct-SkeletonRenderer-debug-res…
jdrueckert File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Is there any reason to create new instances for the location vector, the rotation quaternion, and the transformation matrix with each render call for each entity?
You often raise concerns about code like this, so I'm wondering about all the instantiations in this code render code block that gets called quite often (if the debug feature is enabled).
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
umm, I guess I could use a temporary Matrix. this is because we have custom offset and translation for the SkeletonComponent :/
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
So we need individual vectors here and cannot reuse a single temporary object instance for rendering the skeleton for all entities?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
nope, we can cache it, I was just getting lazy. was looking at this at 10 something.