- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
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34 changed files with 438 additions and 412 deletions
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@ -32,7 +32,7 @@ class RenderMemory;
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class PolyTranslucentObject;
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class PolyDrawSectorPortal;
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class PolyDrawLinePortal;
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class ADynamicLight;
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struct FDynamicLight;
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class PolyRenderThread
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{
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@ -54,7 +54,7 @@ public:
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std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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TArray<ADynamicLight*> AddedLightsArray;
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TArray<FDynamicLight*> AddedLightsArray;
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// Make sure texture can accessed safely
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void PrepareTexture(FSoftwareTexture *texture, FRenderStyle style);
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