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Implemented pooled LOD updating via LODManager. #4
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Improved Node UI.
Hang on a moment. I just discovered a problem with the Singleton loading. This won't take long. |
The singleton had to be loaded on runtime rather than with its own name.
There! |
Updated Changelog.
Also fixed an error that occurs when there are no LODs to process.
Second time I was fixing the Singleton! It should be good this time. |
@SIsilicon Thanks! I don't have time to test this PR right now, so I can't merge this right away, unfortunately. |
That's ok, take your time! |
Is there any update on this? |
I would appreciate if someone could test it in a real-world project (make backups first), just to see if it actually works as expected. Then I could merge this and tag a 2.0.0 release (as it'll break compatibility). You can test it by cloning SIsilicon's fork. |
Remember that suggestion @lawnjelly made about the way LODs are updated? Well this pull request has this feature implemented.
the refresh project settings have been replaced with
refresh_threshold_ms
. The lower this value is, the less time the plugin has to update LODs in the scene, and thus the less that can be updated in one frame. LODs that aren't processed in a certain frame will have to wait till the next one. This proves to be very flexible as no matter how many LODs are in a scene. Only so much can be updated within the allocated time, improving performance and scalability.The Node inspector UIs were also given a makeover.
Maintainer edit: This closes #3.