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Reduced load times. Customer resources are now loaded in a thread. #65
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Poobslag
commented
Mar 29, 2020
Poobslag
commented
Mar 29, 2020
Poobslag
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Mar 29, 2020
Poobslag
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Mar 29, 2020
Poobslag
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Mar 29, 2020
Poobslag
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Mar 29, 2020
Poobslag
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Mar 29, 2020
Poobslag
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A few minor things to clean up before it's merged.
Your commit comment should mention that you moved all the |
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Customer resources are handled by the new CustomerLoader class. This class loads resources in a background thread so the game launches in less than a second. However, customers don't show up until the textures are loaded. This is acceptable as thematically, they're living beings who need to sit down. It's not like having a lamp randomly appear. Seat.tscn no longer has a customer visible by default. This is because having a customer visible slowed down the game was loading, since that customer's resources would need to be loaded just to be thrown away. Customer.gd includes a 'customer_preset' property which can be toggled to load or unload a default customer. This requires the 'tool' keyword to enabled for the customer class, which can cause the editor to go crazy or crash. So, this functionality is disabled by default. Added a benchmark tool. Removed some unnecessary print statements when creating boxes, kicking pieces. The 'piece kick' messages seemed helpful so they can be enabled with a 'debug' field. Moved some customer-related constants from Global into the new CustomerLoader class. Merged /art/eat-anim folder into /art/customer. Added some missing type hints for various methods.
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Reduced load times. Customer resources are now loaded in a thread.
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Customer resources are handled by the new CustomerLoader class. This
class loads resources in a background thread so the game launches
in less than a second. However, customers don't show up until the
textures are loaded. This is acceptable as thematically, they're living
beings who need to sit down. It's not like having a lamp randomly appear.
Seat.tscn no longer has a customer visible by default. This is because
having a customer visible slowed down the game was loading, since that
customer's resources would need to be loaded just to be thrown away.
Customer.gd includes a 'customer_preset' property which can be toggled
to load or unload a default customer. This requires the 'tool' keyword
to enabled for the customer class, which can cause the editor to go
crazy or crash. So, this functionality is disabled by default.
Added a benchmark tool.
Removed some unnecessary print statements when creating boxes, kicking
pieces. The 'piece kick' messages seemed helpful so they can be enabled
with a 'debug' field.
Moved some customer-related constants from Global into the new CustomerLoader
class.