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Implemented pooled LOD updating via LODManager. #4

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@SIsilicon SIsilicon commented Oct 12, 2020

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.

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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.
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SIsilicon commented Oct 13, 2020

There!
In retrospect "pooled LOD updating" might not be the right choice of words. But I don't know what to call it. :/

@Calinou Calinou added the enhancement New feature or request label Oct 13, 2020
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Second time I was fixing the Singleton! It should be good this time.

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Calinou commented Oct 14, 2020

@SIsilicon Thanks! I don't have time to test this PR right now, so I can't merge this right away, unfortunately.

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That's ok, take your time!

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ghost commented May 7, 2021

Is there any update on this?

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Calinou commented May 7, 2021

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.

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Possible more efficient updates
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