fix stutter

This commit is contained in:
2026-04-30 16:21:08 +02:00
parent b7308c5d66
commit 8c7f1c3c82
2 changed files with 284 additions and 90 deletions

View File

@@ -4,6 +4,7 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
@export var environment_config: EnvironmentConfig
@@ -35,6 +36,7 @@ var weather_controller: WeatherController
var day_tween: Tween
var day_time: float = 0.0
var pending_environment_nodes: Dictionary = {}
func _ready() -> void:
@@ -76,9 +78,50 @@ func _ready() -> void:
weather_controller.name = "WeatherController"
add_child(weather_controller)
func _process(_delta: float) -> void:
_process_pending_environment_nodes()
func _on_tree_node_added(node: Node) -> void:
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
call_deferred("_apply_dynamic_environment_materials", node)
_queue_dynamic_environment_node(node)
func _queue_dynamic_environment_node(node: Node) -> void:
if not is_instance_valid(node):
return
var ancestor = node.get_parent()
while ancestor != null:
if pending_environment_nodes.has(ancestor.get_instance_id()):
return
ancestor = ancestor.get_parent()
var stale_ids: Array[int] = []
for node_id in pending_environment_nodes.keys():
var pending_node = pending_environment_nodes[node_id]
if not is_instance_valid(pending_node):
stale_ids.append(node_id)
continue
if node.is_ancestor_of(pending_node):
stale_ids.append(node_id)
for node_id in stale_ids:
pending_environment_nodes.erase(node_id)
pending_environment_nodes[node.get_instance_id()] = node
func _process_pending_environment_nodes() -> void:
var processed = 0
for node_id in pending_environment_nodes.keys():
if processed >= DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME:
break
var node = pending_environment_nodes[node_id]
pending_environment_nodes.erase(node_id)
if not is_instance_valid(node):
continue
_apply_dynamic_environment_materials(node)
processed += 1
func _apply_dynamic_environment_materials(node: Node) -> void:
if not is_instance_valid(node):