Yes should help some but my personal game engine project has given me lots of new knowledge since the last time I touched the PIXI 5 upgrade, so I should be bale to solve all the issues when I do finally get back to it.I wonder if its doc can help upgrading MV to use Pixi v5 as well
Yes you did mention that and the guide I made also mentions it was only a temporary fix and may cause memory leaks. According to DoubleX though, it appears even without my changes and simply using a slightly modified WindowLayer class also causes leaks, so I feel there is something larger at play here.I did tell you that your windowlayer changes would cause leaks, right? I think it may have been in a different thread but I remember something like that
PIXI.tilemap.Constant.boundCountPerBuffer = 4;
PIXI.tilemap.Constant.maxTextures = 4;
PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
PIXI.tilemap.TileRenderer.DO_CLEAR = true;
PIXI.tilemap.Constant.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
PIXI.tilemap.Constant.DO_CLEAR = true;
Graphics._createRenderer
PIXI.dontSayHello = true;
PIXI.utils.skipHello();
Graphics._createRenderer
, there's this garbage collector setting:if(this._renderer && this._renderer.textureGC)
this._renderer.textureGC.maxIdle = 1;
PIXI.settings.GC_MAX_IDLE = 1;
PIXI.settings.CREATE_IMAGE_BITMAP = true
. It supposedly offers a performance boost, but it is disabled by default due to a variety of edge case issues.Thanks for your effort!Put together everything. Removed the files from my previous posts because they had issues and I don't want people to run into those problems.
Fixes everything I could find, and brings in some new features. In the zip you'll find a README.md, Pixi libraries, .jshint file, jsconfig.json file, typescript files (for Visual Studio Code in editor documentation) and a patch file. The patch file specifically targets the rpg_* files in www/js. Just in case you need instructions on applying a patch file, you can find them here.
Note: I haven't tried canvas rendering, this is tested using WebGL2 only.
This is from the included README.md:
RPGMaker MV Game Engine 1.6.2.1
This is a set of updates based on RPGMaker MV 1.6.2 to use PixiJS 5.3.3
Features
Known Issues
- Faster rendering
- Case insensitive file loading to better support Linux/Android without having to change your scripts
- With NW.js v0.45.6 plays webm (VP8/VP9) files properly
- Filter change for Pixi-Picture to get it to run properly (Issue submitted waiting for a real fix)
- Added more keys in the keymap for easier use in scripts
- Fixes to documentation, spelling, and javascript syntax
- Added jshint information
Further Work
- ShaderTilemap is not working properly falling back on Tilemap
- Doesn't seem to be affecting performance
- Plugins the load files directly or override the functions which load from disk may fail in case sensitive environments
- Wrap the file path with CS_URL.MapURL() to ensure it resolves to the correct case sensitive name
- Overrides or calls to refereshVehicles will fail
- Use refreshVehicles instead
- Overrides or calls to updateButtonsVisiblity will fail
- Use updateButtonsVisibility instead
- Cleanup of Javascript (using let/const)
- Add updates to plugins
- Investigate if garbage collection needs to run (possibly do this during scene changes)
- Check for any memory leaks
- Submit issue against Pixi-Tilemap for the rendering issue
- Submit issue against NW.js for performance issues starting with v0.46
- Bring in proper filter fix for Pixi-Picture when it is released
I would except it violates the RPGMV license. VSCode auto formatted the files on save and to reduce the size of the patch, I ran the auto format on the original code. I was hoping that the patch tool would be able to use the context to fix up those changes.Thanks for your effort!
One issue I have when patching; there are a lot of failed hunks when patching the rpg files. Could you provide the pre-patched files as an alternative?
Would be greatly appreciated!
Thanks for your response.I would except it violates the RPGMV license. VSCode auto formatted the files on save and to reduce the size of the patch, I ran the auto format on the original code. I was hoping that the patch tool would be able to use the context to fix up those changes.
My suggestion is to open VS Code, open the original files, right click format document and save. Uses the default typescript format settings.
Edit:
Oh and change from CRLF to LF mode.)
Alternatively you can attempt using -l to patch to ignore changes in white space sequences.
The core script files for MV are MIT License.I would except it violates the RPGMV license.
Well then, I still need to put in license files, but here: https://git.kins.dev/rpgmaker-mv-pixi5The core script files for MV are MIT License.
I don't see a reason not to set it to Zindex of 6.So I found an issue with artifacts being left after a zoom/unzoom if I disabled the ShaderTilemap. I enabled it again, gave the default layer a z order of 6 (to fix an intermittent transparency issue.) From those following this thread do you see any issues with giving the upperZlayer a ZIndex of 6? Do I need to go through and update the Zorder for everything?
Well, that introduces another rendering issue. I feel like this is a game of whack a bug.I don't see a reason not to set it to Zindex of 6.