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- Overdue by 1 year(s)•Due by April 21, 2025•1/1 issues closed
- No due date
Target: Fix issues with materials/mirrors/skins/relections/skidmarks/flares misbehaving when user returns to menu and starts another session. Underlying issue: Simulation is not properly cleaned up when user returns to menu. Heritage of old menu-less versions. While doing MP fixes for 0.4.7.1 I figured how to fix this for good. EDIT: Removed due date. Never works out :)
No due date•57/58 issues closedStability/usability/resource management/physics fixes and improvements. Tickets in this milestone may be finished and released earlier.
No due date•2/2 issues closedObjective: Port all vehicle-specific and complex systems (drivetrain of land vehicles, aerial electronics and handling, machine-specific controls and behavior) as Lua scripts. Motivation: Provide enough flexibility and ease maintenance/tuning.
No due dateMain objective: introduction of proper multi-threaded architecture. Motivation: Currently, simulation tasks are done from both main-thread and sim-thread without proper syncing. Example: truck engine is updated on sim-thread, while braking/shifting is computed on main-thread. This introduces simulation issues and makes the codebase fragile and hard to maintain. It also prevents complex enhancements such as Lua-scripted powertrain. Plan: Assign responsibilities and limits to threads: * main-thread: Exclusively manages OGRE/MyGUI. Receives all simulation data (physics node/beam positions, camera position, particle info, gfx info, powertrain info, GUI/HUD display data) in buffers from sim-thread. Never updates any simulation data. Performs all computations which don't directly affect gameplay simulation (screen rendering, reflections/mirrors rendering, updating flexbodies, updating GUI) * sim-thread: Exclusively manages and updates all physics/other simulation data. Never touches OGRE/MyGUI, not even for read-only operations. If necessary, holds a copy of display data. Buffers output data for main-thread to visualize. NOTE: Input handling is to be resolved. Currently our InputEngine is singlethreaded, so initial plan is to buffer inputs on main thread and exchange them with sim-thread during sync. Future input subsystem may allow multithreaded access.
No due date•0/1 issues closed