Launch sector description
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@@ -18,7 +18,7 @@ import static mindustry.ai.Pathfinder.*;
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public class ControlPathfinder{
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//TODO this FPS-based update system could be flawed.
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private static final long maxUpdate = Time.millisToNanos(20);
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private static final long maxUpdate = Time.millisToNanos(30);
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private static final int updateFPS = 60;
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private static final int updateInterval = 1000 / updateFPS;
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private static final int wallImpassableCap = 100_000;
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@@ -272,6 +272,7 @@ public class ControlPathfinder{
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threads = new PathfindThread[Mathf.clamp(Runtime.getRuntime().availableProcessors() - 2, 1, 6)];
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for(int i = 0; i < threads.length; i ++){
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threads[i] = new PathfindThread("ControlPathfindThread-" + i);
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threads[i].setPriority(Thread.MIN_PRIORITY);
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threads[i].setDaemon(true);
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threads[i].start();
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}
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@@ -19,7 +19,7 @@ import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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public class Pathfinder implements Runnable{
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private static final long maxUpdate = Time.millisToNanos(5);
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private static final long maxUpdate = Time.millisToNanos(7);
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private static final int updateFPS = 60;
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private static final int updateInterval = 1000 / updateFPS;
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@@ -197,7 +197,10 @@ public class Pathfinder implements Runnable{
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stop();
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if(net.client()) return;
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thread = Threads.daemon("Pathfinder", this);
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thread = new Thread(this, "Pathfinder");
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thread.setPriority(Thread.MIN_PRIORITY);
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thread.setDaemon(true);
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thread.start();
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}
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/** Stops the pathfinding thread. */
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@@ -194,12 +194,14 @@ public final class FogControl implements CustomChunk{
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//not run clientside, the CPU side isn't needed here.
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if(staticFogThread == null && !net.client()){
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staticFogThread = new StaticFogThread();
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staticFogThread.setPriority(Thread.NORM_PRIORITY - 1);
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staticFogThread.setDaemon(true);
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staticFogThread.start();
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}
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if(dynamicFogThread == null){
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dynamicFogThread = new DynamicFogThread();
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dynamicFogThread.setPriority(Thread.NORM_PRIORITY - 1);
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dynamicFogThread.setDaemon(true);
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dynamicFogThread.start();
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}
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@@ -91,7 +91,6 @@ public class MultiPacker implements Disposable{
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}
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}
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//There are several pages for sprites.
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//main page (sprites.png) - all sprites for units, weapons, placeable blocks, effects, bullets, etc
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//environment page (sprites2.png) - all sprites for things in the environmental cache layer
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@@ -196,6 +196,10 @@ public class LaunchLoadoutDialog extends BaseDialog{
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cont.label(() -> Core.bundle.format("launch.capacity", lastCapacity)).row();
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cont.row();
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}else if(destination.preset != null && destination.preset.description != null){
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cont.pane(p -> {
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p.add(destination.preset.description).grow().wrap().labelAlign(Align.center);
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}).pad(10f).grow().row();
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}
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cont.pane(items);
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