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Native glowing windows support #2153
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Great!
Is this solvable? What's do you mean by 'a bit' ;)
If this would solve the above issue, then I believe that it falls under this PR.
@AnyOldName3 any advice here? |
1-2 FPS. It is because of flickering animation, so an only way to avoid it is to remove NiUVControllers from meshes at all. But a classic Windows Glow with NiFlipController's has a way worse performance (5-8 FPS loss for me in large cities). |
I'm concerned about the code being typecasted to "windows" where I could see where it could be generalized to just Glowing effect which can be used for any number of things not having to do with windows. :) This is a totally different effect than other 'glowing' effects a sword for example or is that a particle effect? Or magick? |
Technically, this feature is about day-night mode swtch. Meshes may not have a glow at all. Which switch indeces are used: |
And what's up with AppVeyor builds? |
Perhaps a naming convention keeping in line with DayNightCycle? Not just AV but also RTD, github is dropping it's 'services' features. We'll have to step over to using webhooks, if that is possible. https://docs.readthedocs.io/en/latest/webhooks.html#webhook-github-services AV still works fine on gitlab (because they do it correctly). So... perhaps... maybe... you guys should start using gitlab and MRs instead of github please? :) |
Mmm, looking back at GitLab, MRs are much better than PRs, at least for me now. |
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I renamed variables to the NightDayMode ones since this feature is not limited to glowing windows. |
I see isExterior being used... does this mean that day/night cycle for internal areas too? For example... we're inside, would the windows be light up like it was sunny outside or dark if at night? (inverse of being outside at night, glowing windows) That's the point of NightDayMode right? ( just clarifying ) |
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Last call for review? @Capostrophic @AnyOldName3 |
I think you were right to go with an update callback for this. |
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Any other objections? |
I'll try actually testing this in-game first. |
Nothing obvious comes up at the first glance. |
Merging, thanks. |
Feature #4836.
Adds an internal ESP-less glowing system for both game and editor. It does not spawn any objects and does not alter any records, just affects rendering, so it is a purely graphics feature.
An approach for game itself is a quite simple:
For edtor we just update windows state via visitor when we change lighting mode - for exterior cells windows will glow in the "night" mode.
This feature does not affect performance with default assets since they have no NiSwitchNodes.
For testing you can use meshes from Glow in the Dahrk. On my hardware, glowing windows decrease FPS a bit because of NiUVController's for flickering, but not because if this feature itself.
Since this feature is often used, can we add a fast and reliable implementaion to the engine?
Also I am not sure which callbacks are more suitable - Update or Cull ones.