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SpeedLimits stage 1: U interface and texture loading changed #1044
SpeedLimits stage 1: U interface and texture loading changed #1044
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kvakvs
commented
Dec 22, 2020
- Texture and texture-atlas loading changed: now you can define desired texture size
- RoadDefaults textures commented out will be added and loaded in the following update
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Looks good to me 👍
UITextureAtlas foundAtlas = TextureUtil.FindAtlas(fullName); | ||
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// If is NOT the same as UI default, means the atlas is already loaded (return cached) | ||
if (!System.Object.ReferenceEquals(foundAtlas, UIView.GetAView().defaultAtlas)) { |
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I can understand that there is the issue of confusing this with unity object but if you simply use object. that would work too.
Just a side note. no need to fix.
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see #1044 (comment)
@kianzarrin For opacity/transparency, the work you mentioned is already done. I store the opacity/transparency in the same float value, in a struct. Its probably the UI inconsistency here? |
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In that case looks good to me
@kvakvs I think it was introduced when you've added camera transform cache thingy to speed up rendering of overlays long time ago. If you don't move camera and switch tool with overlays they won't show up until you move it a little bit |
I am slowly refactoring overlays into separate modules one per tool. |
Yeah I'm waiting for speed limits refactor to begin some work on performance improvements. I plan to improve TM:PE to be able to run it with Unity profiler. I'm not sure yet what changes are necessary to make it work and not crash at start [EDIT] |