Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -37,9 +37,6 @@
#include "T3D/gameBase/std/stdMoveList.h"
#include "T3D/fx/cameraFXMgr.h"
#include "T3D/components/coreInterfaces.h"
#include "T3D/components/component.h"
MODULE_BEGIN( ProcessList )
MODULE_INIT
@ -135,16 +132,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (!comp->isClientObject() || !comp->isActive())
continue;
UpdateInterface::all[i]->interpolateTick(mLastDelta);
}
// Inform objects of total elapsed delta so they can advance
// client side animations.
F32 dt = F32(timeDelta) / 1000;
@ -158,19 +145,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj->advanceTime( dt );
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (comp)
{
if (!comp->isClientObject() || !comp->isActive())
continue;
}
UpdateInterface::all[i]->advanceTime(dt);
}
return ret;
}