Loads of crap

This commit is contained in:
Dan Baker 2025-06-26 14:46:23 +01:00
parent b5bf7619e6
commit 1dc768ad27
725 changed files with 15096 additions and 191 deletions

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@ -1,4 +1,4 @@
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[gd_scene load_steps=63 format=4 uid="uid://bwsugg4p50fjr"]
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[ext_resource type="Script" uid="uid://bwed2dwogfmxv" path="res://Entities/Player/scripts/player.gd" id="1_d602n"]
@ -12,9 +12,9 @@
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@ -26,6 +26,7 @@
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[ext_resource type="Script" uid="uid://dw2jmurt0iq5" path="res://Stages/UI/debug_ui.gd" id="27_1r6vk"]
[sub_resource type="GDScript" id="GDScript_0yf11"]
script/source = "extends Node3D
@ -820,6 +821,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.18018, 1.33948e-16, 0.2696
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.899231, 0.00213623, 0.359619)
[node name="VFX" type="Node3D" parent="SubViewportContainer/SubViewport"]
visible = false
[node name="Fire" type="GPUParticles3D" parent="SubViewportContainer/SubViewport/VFX"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.08083, 0.0837402, 0.501403)
@ -832,7 +834,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/VFX/Fire"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
light_color = Color(0.89, 0.461613, 0.2136, 1)
light_energy = 0.763335
light_energy = 0.927966
light_indirect_energy = 1.084
light_volumetric_fog_energy = 3.764
light_size = 0.105
@ -1005,3 +1007,51 @@ ground_tile = ExtResource("25_caaui")
[node name="tent-canvas2" parent="." instance=ExtResource("23_5r2bu")]
transform = Transform3D(0.964438, 0, -0.264311, 0, 1, 0, 0.264311, 0, 0.964438, 1.49756, 1.86265e-09, -3.10828)
visible = false
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anchors_preset = 15
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grow_horizontal = 2
grow_vertical = 2
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[node name="UISubViewport" type="SubViewport" parent="UISubViewportContainer"]
transparent_bg = true
handle_input_locally = false
size = Vector2i(1152, 648)
render_target_update_mode = 4
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grow_vertical = 2
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layout_mode = 0
offset_right = 190.0
offset_bottom = 211.0
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layout_mode = 2
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layout_mode = 2
fit_content = true
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layout_mode = 2
fit_content = true
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layout_mode = 2
fit_content = true
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layout_mode = 2
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@ -1,7 +1,8 @@
class_name TileGround
extends Node3D
@export var ground_tile: PackedScene
@export var map_width: int = 500
@export var map_height: int = 500
@export var map_width: int = Global.map_width
@export var map_height: int = Global.map_height
@export var tile_size: float = 2.0
@export var chunk_size: int = 5
@export var view_distance: int = 2
@ -67,10 +68,12 @@ func update_chunks(player_pos: Vector3) -> void:
func load_chunk_async(chunk_pos: Vector2i) -> void:
if not ground_tile:
Log.pr("ground_tile is null!")
loading_chunks.erase(chunk_pos)
return
Log.pr("ground_tile is null!")
loading_chunks.erase(chunk_pos)
return
var orphans_before = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var chunk_node = Node3D.new()
chunk_node.name = "Chunk_%d_%d" % [chunk_pos.x, chunk_pos.y]
add_child(chunk_node)
@ -91,6 +94,7 @@ func load_chunk_async(chunk_pos: Vector2i) -> void:
start_z + (z * tile_size)
)
chunk_node.add_child(tile_instance)
tiles_created += 1
tiles_this_frame += 1
@ -103,8 +107,30 @@ func load_chunk_async(chunk_pos: Vector2i) -> void:
loaded_chunks[chunk_pos] = chunk_node
loading_chunks.erase(chunk_pos)
var orphans_after = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
Log.pr("Orphans during chunk load: ", orphans_after - orphans_before)
# In your TileGround script, add this debugging to unload_chunk():
func unload_chunk(chunk_pos: Vector2i) -> void:
if chunk_pos in loaded_chunks:
Log.pr("Unloading chunk: ", chunk_pos)
loaded_chunks[chunk_pos].queue_free()
loaded_chunks.erase(chunk_pos)
Log.pr("Unloading chunk: ", chunk_pos)
var chunk_node = loaded_chunks[chunk_pos]
var orphans_before = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var nodes_before = Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
# Count children before cleanup
var child_count = chunk_node.get_child_count()
Log.pr("Chunk has ", child_count, " children")
chunk_node.queue_free()
loaded_chunks.erase(chunk_pos)
# Check immediately after
await get_tree().process_frame
var orphans_after = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var nodes_after = Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
Log.pr("Orphans created: ", orphans_after - orphans_before)
Log.pr("Nodes remaining: ", nodes_after - nodes_before)