Beispiel #1
0
        public static void Postfix(ref ClipMapManager.Settings __result)
        {
            __result.maxThreads     = Environment.ProcessorCount;
            __result.maxWorkspaces *= 4;
            __result.maxMeshQueue  *= 4;

            for (int i = 1; i < __result.levels.Length; i++)
            {
                ClipMapManager.LevelSettings levelSettings = __result.levels[i];
                levelSettings.chunksPerSide    = Config.IncreasedWorldLoad;
                levelSettings.chunksVertically = Config.IncreasedWorldLoad;
            }
        }
        public static void Postfix(ref ClipMapManager.Settings __result)
        {
            __result.maxThreads     = Environment.ProcessorCount;
            __result.maxWorkspaces += __result.maxWorkspaces;

            for (int i = 2; i < __result.levels.Length; i++)
            {
                var level = __result.levels[i];
                level.chunksPerSide   += i == __result.levels.Length - 1? __result.levels.Sum((x) => x.chunksPerSide) : level.chunksPerSide;
                level.chunksVertically = i == __result.levels.Length - 1 ? __result.levels.Sum((x) => x.chunksPerSide) : level.chunksVertically;
                level.entities         = true;
                level.grass            = true;
            }
        }
Beispiel #3
0
        public static void Postfix(ref ClipMapManager.Settings __result)
        {
            __result.maxThreads     = Environment.ProcessorCount;
            __result.maxWorkspaces *= Environment.ProcessorCount;
            __result.maxMeshQueue  *= Environment.ProcessorCount;

            for (int i = 1; i < __result.levels.Length; i++)
            {
                ClipMapManager.LevelSettings levelSettings = __result.levels[i];
                levelSettings.chunksPerSide           = Environment.ProcessorCount;
                levelSettings.chunksVertically        = Environment.ProcessorCount;
                levelSettings.grassSettings.reduction = 0;
                levelSettings.skipRelax = true;
                levelSettings.grass     = true;
                levelSettings.entities  = true;
            }
        }