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https://github.com/TorqueGameEngines/Torque3D.git
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Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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22 changed files with 901 additions and 1250 deletions
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#pragma once
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#include "console/engineAPI.h"
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template<typename T>
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class SystemInterface
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{
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public:
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bool mIsEnabled;
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bool mIsServer;
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static Vector<T*> all;
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SystemInterface()
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{
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all.push_back((T*)this);
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}
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virtual ~SystemInterface()
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{
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for (U32 i = 0; i < all.size(); i++)
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{
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if (all[i] == (T*)this)
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{
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all.erase(i);
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return;
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}
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}
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}
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};
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template<typename T> Vector<T*> SystemInterface<T>::all(0);
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@ -1,6 +1,6 @@
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#pragma once
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#include "scene/sceneRenderState.h"
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#include "T3D/systems/componentSystem.h"
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#include "core/util/SystemInterfaceList.h"
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#include "ts/tsShape.h"
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#include "ts/tsShapeInstance.h"
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#include "T3D/assets/ShapeAsset.h"
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@ -1,5 +1,5 @@
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#pragma once
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#include "componentSystem.h"
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#include "core/util/SystemInterfaceList.h"
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class UpdateSystemInterface : public SystemInterface<UpdateSystemInterface>
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{
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