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| | TerrainUpdater (SubsystemTerrain subsystemTerrain) |
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| virtual void | Dispose () |
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| virtual void | RequestSynchronousUpdate () |
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| virtual void | SetUpdateLocation (int locationIndex, Vector2 center, float visibilityDistance, float contentDistance) |
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| virtual void | RemoveUpdateLocation (int locationIndex) |
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| virtual float | GetUpdateProgress (int locationIndex, float visibilityDistance, float contentDistance) |
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| virtual void | Update () |
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| virtual void | PrepareForDrawing (Camera camera) |
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| virtual void | DowngradeChunkNeighborhoodState (Point2 coordinates, int radius, TerrainChunkState state, bool forceGeometryRegeneration) |
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| virtual void | DowngradeAllChunksState (TerrainChunkState state, bool forceGeometryRegeneration) |
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| virtual bool | AllocateAndFreeChunks (UpdateLocation[] locations) |
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| virtual bool | SendReceiveChunkStates () |
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| virtual void | SendReceiveChunkStatesThread () |
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| virtual void | ThreadUpdateFunction () |
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| virtual bool | SynchronousUpdateFunction () |
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| virtual TerrainChunk | FindBestChunkToUpdate (out TerrainChunkState desiredState) |
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| virtual List< TerrainChunk > | DetermineSynchronousUpdateChunks (Vector3 viewPosition, Vector3 viewDirection) |
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| virtual void | UpdateChunkSingleStep (TerrainChunk chunk, int skylightValue) |
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| virtual void | GenerateChunkSunLightAndHeight (TerrainChunk chunk, int skylightValue) |
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| virtual void | GenerateChunkLightSources (TerrainChunk chunk) |
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| virtual void | GenerateChunkEdgeLightSources (TerrainChunk chunk, int face) |
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| virtual void | PropagateLightSource (int x, int y, int z, int light) |
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| virtual void | PropagateLightSources () |
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| virtual void | PropagateLightSource (TerrainChunk chunk, int x, int y, int z, int light) |
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| virtual void | GenerateChunkVertices (TerrainChunk chunk, int stage) |
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| virtual void | CalculateChunkSliceContentsHashes (TerrainChunk chunk) |
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| virtual void | NotifyBlockBehaviors (TerrainChunk chunk) |
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| virtual void | UnpauseUpdateThread () |
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| virtual void | SettingsManager_SettingChanged (string name) |
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| FloatCurve | TemperatureCurve = new FloatCurve(new Vector2(0f, 0f), new Vector2(0.125f, 0f), new Vector2(0.25f, 0f), new Vector2(0.375f, -4f), new Vector2(0.5f, -12f), new Vector2(0.625f, -24f), new Vector2(0.75f, -12f), new Vector2(0.875f, -4f), new Vector2(1f, 0f)) |
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| FloatCurve | HumidityCurve = new FloatCurve(new Vector2(0f, 0f), new Vector2(0.25f, 0f), new Vector2(0.5f, 0f), new Vector2(0.75f, 0f), new Vector2(1f, 0f)) |
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| SubsystemTerrain | m_subsystemTerrain |
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| SubsystemGameInfo | m_subsystemGameInfo |
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| SubsystemSky | m_subsystemSky |
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| SubsystemSeasons | m_subsystemSeasons |
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| SubsystemAnimatedTextures | m_subsystemAnimatedTextures |
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| SubsystemBlockBehaviors | m_subsystemBlockBehaviors |
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| Terrain | m_terrain |
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| DynamicArray< LightSource > | m_lightSources = [] |
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| UpdateStatistics | m_statistics = new() |
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| Task | m_task |
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| AutoResetEvent | m_updateEvent = new(initialState: true) |
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| ManualResetEvent | m_pauseEvent = new(initialState: true) |
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| volatile bool | m_quitUpdateThread |
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| bool | m_unpauseUpdateThread |
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| object | m_updateParametersLock = new() |
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| object | m_unpauseLock = new() |
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| UpdateParameters | m_updateParameters |
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| UpdateParameters | m_threadUpdateParameters |
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| int | m_lastSkylightValue |
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| int | m_synchronousUpdateFrame |
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| Dictionary< int, UpdateLocation?> | m_pendingLocations = [] |
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