bugfix(particlesys): Delay creation of particle emitters until postProcess#2333
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stephanmeesters wants to merge 3 commits intoTheSuperHackers:mainfrom
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bugfix(particlesys): Delay creation of particle emitters until postProcess#2333stephanmeesters wants to merge 3 commits intoTheSuperHackers:mainfrom
stephanmeesters wants to merge 3 commits intoTheSuperHackers:mainfrom
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| Filename | Overview |
|---|---|
| Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DTankDraw.cpp | Delays tread emitter creation during savegame load, removes redundant toss/recreate in postProcess |
| Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DTankTruckDraw.cpp | Delays tread emitter creation during savegame load, removes redundant toss/recreate in postProcess |
| GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/AutoHealBehavior.cpp | Implements deferred particle system creation with double-creation guard in new createEmitters() method |
| GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/GrantStealthBehavior.cpp | Implements deferred particle system creation with double-creation guard in new createEmitters() method |
Last reviewed commit: 8ada250
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GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/AutoHealBehavior.cpp
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GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/GrantStealthBehavior.cpp
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Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/AutoHealBehavior.cpp
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…toHealBehavior.cpp Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
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During loading a savegame, some particle systems were created before
ParticleSystemManagerhad the opportunity to xfer-load the saved particle systems, which led to the possibility that some of these early created particle systems could be overwritten inm_systemMapofParticleSystemManager. When that happens they would no longer reliably be able to use master/slave systems. The retail game does not use master/slave on the involved effects but it could appear as an issue with some mods (as the bug report describes too).Misc findings
W3DTankDrawandW3DTankTruckDrawwould create particle systems in the constructor, only to purge and recreate them again inpostProcess, this has been changed to look if we're loading a savegame and then only create it once.GrantStealthBehaviortriggers when you do a GPS scrambler, but the behavior and associated particle effect will only last for one frame. The particle effect references a texture that's available in Generals but not in Zero Hour. So I think that so far nobody has been able to see this particle effect in action.Todo