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@ -90,5 +90,5 @@ pub fn update_block_placement() -> Workload {
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(
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pick_block_with_number_keys,
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block_placement_system
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -39,5 +39,5 @@ pub fn compute_cameras() -> Workload {
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(
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update_matrices,
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update_frustum,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -44,5 +44,5 @@ pub fn update_matrices() -> Workload {
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(
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update_view_matrix,
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update_perspective_matrix.run_if(need_perspective_calc),
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -10,7 +10,7 @@ pub fn update_controllers() -> Workload {
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(
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update_look,
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update_movement
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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const MAX_PITCH: f32 = PI/2. - 0.05;
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@ -50,13 +50,13 @@ pub fn init_gui(
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pub fn update_gui() -> Workload {
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(
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update_gui_view
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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pub fn render_gui() -> Workload {
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(
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render_progressbars
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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// pub fn gui_testing(
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@ -134,5 +134,5 @@ pub fn process_inputs() -> Workload {
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update_input_state,
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update_input_state_gamepad,
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input_end,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -100,5 +100,5 @@ pub fn update_loading_screen() -> Workload {
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override_loading,
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switch_to_ingame_if_loaded,
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despawn_loading_screen_if_switching_state.run_if(is_changing_state),
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -99,7 +99,7 @@ fn startup() -> Workload {
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init_gui,
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insert_control_flow_unique,
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init_delta_time,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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fn update() -> Workload {
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(
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@ -117,26 +117,26 @@ fn update() -> Workload {
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).into_sequential_workload().run_if(is_multiplayer).tag("networking"),
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(
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switch_to_loading_if_connected
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).into_sequential_workload(/*into_workload*/).run_if(is_connecting),
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).into_sequential_workload().run_if(is_connecting),
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(
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update_loading_screen,
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).into_sequential_workload(/*into_workload*/).run_if(is_loading),
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).into_sequential_workload().run_if(is_loading),
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(
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update_loaded_world_around_player,
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).into_sequential_workload(/*into_workload*/).run_if(is_ingame_or_loading),
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).into_sequential_workload().run_if(is_ingame_or_loading),
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(
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update_controllers,
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generate_move_events,
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update_raycasts,
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update_block_placement,
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apply_queued_blocks,
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).into_sequential_workload(/*into_workload*/).run_if(is_ingame),
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).into_sequential_workload().run_if(is_ingame),
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compute_cameras,
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update_gui,
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update_state,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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fn render() -> Workload {
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(
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@ -152,7 +152,7 @@ fn render() -> Workload {
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fn after_frame_end() -> Workload {
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(
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clear_events,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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#[cfg(all(windows, not(debug_assertions)))]
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@ -114,10 +114,10 @@ pub fn update_networking() -> Workload {
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(
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set_client_join_state_to_connected,
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say_hello,
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).into_sequential_workload(/*into_workload*/).run_if(if_just_connected),
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).into_sequential_workload().run_if(if_just_connected),
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(
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check_server_hello_response,
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).into_sequential_workload(/*into_workload*/).run_if(is_join_state::<{ClientJoinState::Connected as u8}>)
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>)
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).into_sequential_workload() //HACK Weird issues with shipyard removed
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}
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@ -23,5 +23,5 @@ pub fn init_primitives() -> Workload {
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(
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init_cube_primitive,
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init_rect_primitive,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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@ -28,7 +28,7 @@ pub fn update_loaded_world_around_player() -> Workload {
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unload_downgrade_chunks,
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start_required_tasks,
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process_completed_tasks,
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).into_sequential_workload(/*into_workload*/)
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).into_sequential_workload()
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}
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pub fn update_chunks_if_player_moved(
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