The object indicators are now drawn in wireframe - just a temporary
thing until I figure out how I want to style them. The ambient factor is
also increased so not everything is so dark.
You can now select which layers are currently visible in the object list
view, and makes the performance *so much better* because it doesn't load
everything by default.
Still not great loading times, but it's now somewhat bearable on debug
builds. It now doesn't try to load duplicate models at all. Most of the
time is actually spent inside of Physis parsing the model, which I'll
have to tackle there.
Unlike the Gear Editor, we don't need these later (for export and such -
yet!) and can be safely removed. This significantly reduces the memory
pressure from loading maps, but it's not all sunshine and rainbows yet.
Now we can see where each object is (there's no way to tell them apart
yet.) The rendering is also extremely inefficient, so don't be surprised
if it slows down on your computer.
The sphere doesn't look correct (bad vertex stride) but that doesn't
matter. I need to expose the object's transform in libphysis next,
before we can start drawing.
This now loads the various LGB names I know of when opening a map in the
editor, and they are properly categorized in the object list widget. The
next step is drawing these in the view or adding a property pane.
The game has *tons* of Lua scripts for event scripting, and are very
interesting to explore. I had to do manually call luadec before, but now
it should be much easier by automatically decompiling Lua scripts in the
Data Explorer.
I ran it through Hotspot, and it takes a *while* going back and forth
with the database. The database is usually small enough to fit in
memory, so we just do that instead.