Lasse Öörni
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562f401ffa
Refactor resource reloading based on filename into a function, which can be called externally.
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11 years ago |
Lasse Öörni
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a04b3f746d
Added option to route / block / process resource requests. Based on celeron55's patch. Closes #469.
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11 years ago |
Lasse Öörni
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5f0ed3fcf8
Fix more header warnings that could leak to an Urho3D application using maximum MSVC warning level.
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11 years ago |
Lasse Öörni
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4f1906d598
Fix missing include file.
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11 years ago |
Lasse Öörni
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33b15ebc31
Clean up ResourceCache template functions.
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11 years ago |
Lasse Öörni
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be66059009
Refactor resource background loading into a separate class.
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11 years ago |
Lasse Öörni
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e210ef20b2
Fix deadlock when waiting for a resource that is background loading but is now needed immediately.
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11 years ago |
Lasse Öörni
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8ab908b1c9
Configurable max work time in ms per frame for finishing background loaded resources, and for non-threaded work in WorkQueue. Fix iteration bug if finishing several background loaded resources in one go.
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11 years ago |
Lasse Öörni
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f194765e78
Background loading of Materials.
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11 years ago |
Lasse Öörni
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8463393377
Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo.
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11 years ago |
Lasse Öörni
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840143eb00
Protect some ResourceCache structures with a mutex so that eg. GetFile() or GetTempResource() can be called from worker threads. Verify that GetResource() is only called from the main thread.
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11 years ago |
Lasse Öörni
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1f521713e7
Do not store Image resources used during cube/3D texture loading permanently to cache.
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11 years ago |
Aster@中国上海
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84fe0946c8
Remove ShortStringHash, Now all of ShortStringHash are replaced by StringHash.
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11 years ago |
Lasse Öörni
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066781bf85
Fix ResourceCache::ReloadResource() header comment.
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11 years ago |
Lasse Öörni
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263a624fe4
Possibility in ResourceCache to enable returning resources which failed to load. This is used in the editor to overcome eg. failed scripts disappearing from a ScriptInstance's script file slot.
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11 years ago |
Lasse Öörni
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47836474e2
Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant.
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12 years ago |
Yao Wei Tjong 姚伟忠
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ffe7a7699f
Minor enhancement on getting optional resources and error handling.
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12 years ago |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 years ago |
Lasse Öörni
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2e01ca5e67
Sanitate resource dir similarly when adding and removing it to ensure removing works properly.
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12 years ago |
Alex Parlett
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3166f1874d
Changed adding Resource and Package files to be able to specify the location in the Vector for search priority when calling GetFile or GetResource
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12 years ago |
Lasse Öörni
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0fe2469957
Improved resource unloading. Make it possible to unload all resource types by partial name at once. Editor unloads unnecessary resources after scene load or clear. Add weak ref check to all resource unloading to avoid shader programs being left without their parent shader.
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12 years ago |
Lasse Öörni
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ee0e3aa663
Removed the mechanism of binary-serializing resource name hashes instead of resource names. This is to allow correct resource loading from binary scene files on platforms that cannot iterate the resources in the application installation (eg. Android). This also affects networking, downside is increased network payload size when resource attributes are transferred. All binary scenes saved with old Urho versions are also invalidated.
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12 years ago |
Yao Wei Tjong 姚伟忠
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d33ac02538
Refactor build scripts to build Urho3D library as main target.
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12 years ago |
Lasse Öörni
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372fbed88d
Normalize resource names in SanitateResourceName() if they also contain a registered resource dir name, ie. Data/Scripts/NinjaSnowWar.as becomes Scripts/NinjaSnowWar.as. This fixes script file possibly getting loaded twice.
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12 years ago |
Wei Tjong Yao
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02512cecf9
In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'.
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12 years ago |