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commit 20586d0
Author: PowerfulBacon <[email protected]>
Date:   Sat Sep 16 22:15:29 2023 +0100

    Optimisations

commit 3c287ec
Author: PowerfulBacon <[email protected]>
Date:   Sat Sep 16 21:33:53 2023 +0100

    Fixes rendering

commit f9f3a1d
Author: PowerfulBacon <[email protected]>
Date:   Fri Sep 15 15:53:17 2023 +0100

    Some more stuff to get compilation working

commit 2b889fd
Author: PowerfulBacon <[email protected]>
Date:   Fri Sep 15 14:57:03 2023 +0100

    Update PlaneRenderer.cs

commit 861e9ba
Merge: 5e5ad70 5eb6aa4
Author: PowerfulBacon <[email protected]>
Date:   Fri Sep 15 14:56:57 2023 +0100

    Merge branch 'main' into Render-Core-Rework

commit 5e5ad70
Author: PowerfulBacon <[email protected]>
Date:   Fri Sep 15 14:37:27 2023 +0100

    Render core reworks

commit 924bde2
Author: PowerfulBacon <[email protected]>
Date:   Thu Sep 14 22:16:16 2023 +0100

    Updates the project manifest, merges render cores and renderers

commit 5eb6aa4
Author: PowerfulBacon <[email protected]>
Date:   Thu Sep 14 21:30:24 2023 +0100

    Update EULA (#179)

commit 58010e2
Author: PowerfulBacon <[email protected]>
Date:   Thu Sep 14 21:27:51 2023 +0100

    Adds the EULA (#178)

commit e8efb77
Author: PowerfulBacon <[email protected]>
Date:   Wed Sep 13 19:15:10 2023 +0100

    ECS & Networking Refactoring (#170)

    * Implements CVar

    * Fixes a few things that didnt work

    * Adds NetVar

    * NetVar framework

    * Some messy netvars

    * Adds the ability to queue arbitrary actions to run on a system thread

    This allows arbitrary actions to be called on a system without the requirement of a signal. This means that we can set the value of a variable on the thread which has ownership of that value.
    Note that these will not be networked and cannot be networked unlike signals.
    Hopefully this can be abstracted away when we introduce proper CVars and thread ownership management.

    * Contents no longer uses this module which doesn't exist

    * Cvars

    * Implements world to act as a container for static instances

    * Implements entity system setup

    * Implements processing systems

    * Implements world specific events, down to 8 failing tests

    * Fixes a failing test case

    * Optimises signal call from 30000 => 7000000 (Still only 1% of just calling methods though)

    * Fixes network initialisation order issues

    * Fixes processing systems constantly firing if control was relinquished

    * Fixes entity systems becoming deadlocked

    * Processing systems

    * Fixes entity system processing

    * Disables processing system debug

    * Adds in a rendering scaling mode, fixes button test

    * Update ExampleRenderCore.cs

    * Update NetCVar.cs

    * Fixes CVAR network communications. Deletes automap

    * Render Core Depth Output

    * Adds the ability to fetch the depth texture and render texture from render cores

    * Implements proper depth drawing across render core layers

    * Removes the depth program

    * Fixes the tests not compiling

    * Update RenderCore.cs

    * Update NetworkingTest.cs

commit eb22330
Author: PowerfulBacon <[email protected]>
Date:   Thu Apr 6 22:53:06 2023 +0100

    Adds my discord link to the readme (#174)

commit 52d56d5
Author: PowerfulBacon <[email protected]>
Date:   Thu Apr 6 22:47:39 2023 +0100

    Create FUNDING.yml (#172)
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PowerfulBacon committed May 12, 2024
1 parent 28a18cf commit 09e4c64
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Showing 2 changed files with 4 additions and 9 deletions.
1 change: 0 additions & 1 deletion CorgEng.Example/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,6 @@ static void Main(string[] args)
//Camera an isometric camera
IIsometricCamera camera = isometricCameraFactory.CreateCamera();
CameraScrollSystem.IsometricCamera = camera;

//Connect to our server
world.ClientInstance.AttemptConnection("127.0.0.1", 5000);

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12 changes: 4 additions & 8 deletions CorgEng.Rendering/DepthParallax/ParallaxLayerRenderCore.cs
Original file line number Diff line number Diff line change
Expand Up @@ -54,21 +54,17 @@ public override void Initialize()
{
base.Initialize();
next?.Initialize();
renderer = SpriteRendererFactory.CreateSpriteRenderer(0);
renderer.Initialize();
next?.Initialize();
}

public override void PerformRender()
{
// Render our current layer then pass that on to the next render core to draw
renderer.Render(CorgEngMain.MainCamera);
base.Render(camera);
// Now render the layer below us
if (next != null)
{
next.DoRender(() => {
DrawToBuffer(next.FrameBufferUint, 0, 0, Width, Height);
});
// TODO: Make the next layer not draw to the screen too
next.Render(camera);
next.DrawToBuffer(FrameBufferUint, 1, 1, Width, Height);
}
}

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