Optimize parallax VRAM usage (#37180)
* Disable parallax texture preloading Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always. Requires engine master * Put generated parallax identifier in texture name Makes it show up properly in debugging tools * Don't load generated parallaxes multiple times Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM. We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay. Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc. This saves like 100+ MB of VRAM.
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6f89c2c455
commit
1d5a06612a
@@ -34,6 +34,7 @@ namespace Content.Client.IoC
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var collection = IoCManager.Instance!;
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collection.Register<IParallaxManager, ParallaxManager>();
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collection.Register<GeneratedParallaxCache>();
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collection.Register<IChatManager, ChatManager>();
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collection.Register<ISharedChatManager, ChatManager>();
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collection.Register<IClientPreferencesManager, ClientPreferencesManager>();
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@@ -1,17 +1,9 @@
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Nett;
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using Content.Shared.CCVar;
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using Content.Client.IoC;
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using Content.Client.Parallax.Managers;
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using Robust.Client.Graphics;
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using Robust.Shared.Utility;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Graphics;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Data;
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@@ -29,116 +21,21 @@ public sealed partial class GeneratedParallaxTextureSource : IParallaxTextureSou
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/// <summary>
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/// ID for debugging, caching, and so forth.
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/// The empty string here is reserved for the original parallax.
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/// It is advisible to provide a roughly unique ID for any unique config contents.
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/// It is required to provide a unique ID for any unique config contents.
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/// </summary>
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[DataField("id")]
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public string Identifier { get; private set; } = "other";
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/// <summary>
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/// Cached path.
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/// In user directory.
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/// </summary>
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private ResPath ParallaxCachedImagePath => new($"/parallax_{Identifier}cache.png");
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/// <summary>
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/// Old parallax config path (for checking for parallax updates).
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/// In user directory.
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/// </summary>
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private ResPath PreviousParallaxConfigPath => new($"/parallax_{Identifier}config_old");
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async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel)
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{
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var parallaxConfig = GetParallaxConfig();
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if (parallaxConfig == null)
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{
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Logger.ErrorS("parallax", $"Parallax config not found or unreadable: {ParallaxConfigPath}");
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// The show must go on.
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return Texture.Transparent;
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}
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var debugParallax = IoCManager.Resolve<IConfigurationManager>().GetCVar(CCVars.ParallaxDebug);
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var resManager = IoCManager.Resolve<IResourceManager>();
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if (debugParallax
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|| !resManager.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(table, debugParallax, cancel);
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//Update the previous config
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using var writer = resManager.UserData.OpenWriteText(PreviousParallaxConfigPath);
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writer.Write(parallaxConfig);
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}
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try
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{
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return GetCachedTexture();
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}
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catch (Exception ex)
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{
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Logger.ErrorS("parallax", $"Couldn't retrieve parallax cached texture: {ex}");
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try
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{
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// Also try to at least sort of fix this if we've been fooled by a config backup
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resManager.UserData.Delete(PreviousParallaxConfigPath);
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}
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catch (Exception)
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{
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// The show must go on.
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}
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return Texture.Transparent;
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}
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var cache = IoCManager.Resolve<GeneratedParallaxCache>();
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return await cache.Load(Identifier, ParallaxConfigPath, cancel);
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}
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private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers, CancellationToken cancel = default)
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void IParallaxTextureSource.Unload(IDependencyCollection dependencies)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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var sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("parallax");
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages, cancel), cancel);
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// And load it in the main thread for safety reasons.
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// But before spending time saving it, make sure to exit out early if it's not wanted.
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cancel.ThrowIfCancellationRequested();
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var resManager = IoCManager.Resolve<IResourceManager>();
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// Store it and CRC so further game starts don't need to regenerate it.
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await using var imageStream = resManager.UserData.OpenWrite(ParallaxCachedImagePath);
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await newParallexImage.SaveAsPngAsync(imageStream, cancel);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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await using var debugImageStream = resManager.UserData.OpenWrite(new ResPath($"/parallax_{Identifier}debug_{i}.png"));
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await debugImage.SaveAsPngAsync(debugImageStream, cancel);
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}
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}
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}
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private Texture GetCachedTexture()
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{
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var resManager = IoCManager.Resolve<IResourceManager>();
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using var imageStream = resManager.UserData.OpenRead(ParallaxCachedImagePath);
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return Texture.LoadFromPNGStream(imageStream, "Parallax");
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}
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private string? GetParallaxConfig()
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{
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var resManager = IoCManager.Resolve<IResourceManager>();
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if (!resManager.TryContentFileRead(ParallaxConfigPath, out var configStream))
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{
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return null;
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}
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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var cache = dependencies.Resolve<GeneratedParallaxCache>();
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cache.Unload(Identifier);
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}
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}
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@@ -1,7 +1,6 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Robust.Client.Graphics;
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using Robust.Shared.Graphics;
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namespace Content.Client.Parallax.Data
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{
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@@ -13,6 +12,13 @@ namespace Content.Client.Parallax.Data
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/// Note that this should be cached, but not necessarily *here*.
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/// </summary>
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Task<Texture> GenerateTexture(CancellationToken cancel = default);
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/// <summary>
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/// Called when the parallax texture is no longer necessary, and may be unloaded.
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/// </summary>
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void Unload(IDependencyCollection dependencies)
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{
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}
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}
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}
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202
Content.Client/Parallax/Managers/GeneratedParallaxCache.cs
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202
Content.Client/Parallax/Managers/GeneratedParallaxCache.cs
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@@ -0,0 +1,202 @@
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Client.Parallax.Data;
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using Content.Shared.CCVar;
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using Nett;
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using Robust.Client.Graphics;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Utility;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Managers;
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/// <summary>
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/// Caches the textures generated by <see cref="GeneratedParallaxTextureSource"/>
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/// </summary>
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public sealed class GeneratedParallaxCache : IPostInjectInit
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{
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[Dependency] private readonly IConfigurationManager _cfg = null!;
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[Dependency] private readonly IResourceManager _res = null!;
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[Dependency] private readonly ILogManager _logManager = null!;
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private readonly Dictionary<string, CacheDatum> _data = new();
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private ISawmill _sawmill = null!;
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public Task<Texture> Load(string id, ResPath configPath, CancellationToken cancel = default)
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{
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if (!_data.TryGetValue(id, out var datum))
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{
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_sawmill.Verbose($"Loading new generated layer {id} with config path {configPath}");
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var cts = new CancellationTokenSource();
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var loadTask = LoadTask(id, configPath, cts.Token);
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datum = new CacheDatum
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{
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CancellationSource = cts,
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ConfigPath = configPath,
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LoadTask = loadTask,
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};
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_data.Add(id, datum);
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}
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else
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{
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if (datum.ConfigPath != configPath)
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throw new InvalidOperationException("Generated parallax layers with the same ID must have the same config path!");
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}
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datum.RefCount += 1;
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if (!datum.LoadTask.IsCompleted)
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cancel.Register(() => Unload(id));
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return datum.LoadTask;
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}
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public void Unload(string id)
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{
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if (!_data.TryGetValue(id, out var datum))
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throw new InvalidOperationException("Layer is not cached!");
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DebugTools.Assert(datum.RefCount >= 1);
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datum.RefCount -= 1;
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if (datum.RefCount == 0)
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{
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_sawmill.Verbose($"Unloading generated layer {id}");
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// If we're still loading, cancel the active load.
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datum.CancellationSource.Cancel();
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// We should probably be unloading the texture here forcibly,
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// but the previous code didn't so I won't either.
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_data.Remove(id);
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}
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}
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private async Task<Texture> LoadTask(string id, ResPath configPath, CancellationToken cancel)
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{
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return await GenerateTexture(id, configPath, cancel);
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}
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private async Task<Texture> GenerateTexture(string id, ResPath configPath, CancellationToken cancel)
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{
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var parallaxConfig = GetParallaxConfig(configPath);
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if (parallaxConfig == null)
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{
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_sawmill.Error($"Parallax config not found or unreadable: {configPath}");
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// The show must go on.
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return Texture.Transparent;
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}
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var debugParallax = _cfg.GetCVar(CCVars.ParallaxDebug);
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if (debugParallax
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|| !_res.UserData.TryReadAllText(PreviousConfigPath(id), out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(id, table, debugParallax, cancel);
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//Update the previous config
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using var writer = _res.UserData.OpenWriteText(PreviousConfigPath(id));
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writer.Write(parallaxConfig);
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}
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try
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{
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return GetCachedTexture(id);
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}
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catch (Exception ex)
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{
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_sawmill.Error($"Couldn't retrieve parallax cached texture: {ex}");
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try
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{
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// Also try to at least sort of fix this if we've been fooled by a config backup
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_res.UserData.Delete(PreviousConfigPath(id));
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}
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catch (Exception)
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{
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// The show must go on.
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}
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return Texture.Transparent;
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}
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}
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private async Task UpdateCachedTexture(string id, TomlTable config, bool saveDebugLayers, CancellationToken cancel)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), _sawmill, debugImages, cancel),
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cancel);
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// And load it in the main thread for safety reasons.
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// But before spending time saving it, make sure to exit out early if it's not wanted.
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cancel.ThrowIfCancellationRequested();
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// Store it and CRC so further game starts don't need to regenerate it.
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await using var imageStream = _res.UserData.OpenWrite(CachedImagePath(id));
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await newParallexImage.SaveAsPngAsync(imageStream, cancel);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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await using var debugImageStream =
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_res.UserData.OpenWrite(new ResPath($"/parallax_{id}debug_{i}.png"));
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await debugImage.SaveAsPngAsync(debugImageStream, cancel);
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}
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}
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}
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private Texture GetCachedTexture(string id)
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{
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using var imageStream = _res.UserData.OpenRead(CachedImagePath(id));
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return Texture.LoadFromPNGStream(imageStream, $"Parallax {id}");
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}
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private string? GetParallaxConfig(ResPath configPath)
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{
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if (!_res.TryContentFileRead(configPath, out var configStream))
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return null;
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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}
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private static ResPath CachedImagePath(string identifier)
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{
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return new ResPath($"/parallax_{identifier}cache.png");
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}
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private static ResPath PreviousConfigPath(string identifier)
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{
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return new ResPath($"/parallax_{identifier}config_old");
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}
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void IPostInjectInit.PostInject()
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{
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_sawmill = _logManager.GetSawmill("parallax.generated");
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}
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private sealed class CacheDatum
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{
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public required ResPath ConfigPath;
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public required Task<Texture> LoadTask;
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public required CancellationTokenSource CancellationSource;
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public ValueList<CancellationTokenRegistration> CancelRegistrations;
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public int RefCount;
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}
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}
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@@ -1,4 +1,3 @@
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using System.Collections.Concurrent;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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@@ -6,7 +5,6 @@ using Content.Client.Parallax.Data;
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using Content.Shared.CCVar;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Client.Parallax.Managers;
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@@ -14,6 +12,7 @@ public sealed class ParallaxManager : IParallaxManager
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IDependencyCollection _deps = null!;
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private ISawmill _sawmill = Logger.GetSawmill("parallax");
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@@ -40,14 +39,29 @@ public sealed class ParallaxManager : IParallaxManager
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{
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if (_loadingParallaxes.TryGetValue(name, out var loading))
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{
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_sawmill.Debug($"Cancelling loading parallax {name}");
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loading.Cancel();
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_loadingParallaxes.Remove(name, out _);
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return;
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}
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if (!_parallaxesLQ.ContainsKey(name)) return;
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_parallaxesLQ.Remove(name);
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_parallaxesHQ.Remove(name);
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_sawmill.Debug($"Unloading parallax {name}");
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if (_parallaxesLQ.Remove(name, out var layers))
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{
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foreach (var layer in layers)
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{
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layer.Config.Texture.Unload(_deps);
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}
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}
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if (_parallaxesHQ.Remove(name, out layers))
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{
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foreach (var layer in layers)
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{
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layer.Config.Texture.Unload(_deps);
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}
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}
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}
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public async void LoadDefaultParallax()
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@@ -68,6 +82,9 @@ public sealed class ParallaxManager : IParallaxManager
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// Begin (for real)
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_sawmill.Debug($"Loading parallax {name}");
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// Keep a list of layers we did successfully load, in case we have to cancel the load.
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var loadedLayers = new List<ParallaxLayerPrepared>();
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try
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{
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var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
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@@ -77,23 +94,33 @@ public sealed class ParallaxManager : IParallaxManager
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if (parallaxPrototype.LayersLQUseHQ)
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{
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layers = new ParallaxLayerPrepared[2][];
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layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, cancel);
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layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel);
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}
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else
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{
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layers = await Task.WhenAll(
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LoadParallaxLayers(parallaxPrototype.Layers, cancel),
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LoadParallaxLayers(parallaxPrototype.LayersLQ, cancel)
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LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel),
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LoadParallaxLayers(parallaxPrototype.LayersLQ, loadedLayers, cancel)
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);
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}
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_loadingParallaxes.Remove(name, out _);
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cancel.ThrowIfCancellationRequested();
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if (token.Token.IsCancellationRequested) return;
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_loadingParallaxes.Remove(name);
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_parallaxesLQ[name] = layers[1];
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_parallaxesHQ[name] = layers[0];
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_sawmill.Verbose($"Loading parallax {name} completed");
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}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
_sawmill.Verbose($"Loading parallax {name} cancelled");
|
||||
|
||||
foreach (var loadedLayer in loadedLayers)
|
||||
{
|
||||
loadedLayer.Config.Texture.Unload(_deps);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -101,25 +128,35 @@ public sealed class ParallaxManager : IParallaxManager
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(List<ParallaxLayerConfig> layersIn, CancellationToken cancel = default)
|
||||
private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(
|
||||
List<ParallaxLayerConfig> layersIn,
|
||||
List<ParallaxLayerPrepared> loadedLayers,
|
||||
CancellationToken cancel = default)
|
||||
{
|
||||
// Because this is async, make sure it doesn't change (prototype reloads could muck this up)
|
||||
// Since the tasks aren't awaited until the end, this should be fine
|
||||
var tasks = new Task<ParallaxLayerPrepared>[layersIn.Count];
|
||||
for (var i = 0; i < layersIn.Count; i++)
|
||||
{
|
||||
tasks[i] = LoadParallaxLayer(layersIn[i], cancel);
|
||||
tasks[i] = LoadParallaxLayer(layersIn[i], loadedLayers, cancel);
|
||||
}
|
||||
return await Task.WhenAll(tasks);
|
||||
}
|
||||
|
||||
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(ParallaxLayerConfig config, CancellationToken cancel = default)
|
||||
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(
|
||||
ParallaxLayerConfig config,
|
||||
List<ParallaxLayerPrepared> loadedLayers,
|
||||
CancellationToken cancel = default)
|
||||
{
|
||||
return new ParallaxLayerPrepared()
|
||||
var prepared = new ParallaxLayerPrepared()
|
||||
{
|
||||
Texture = await config.Texture.GenerateTexture(cancel),
|
||||
Config = config
|
||||
};
|
||||
|
||||
loadedLayers.Add(prepared);
|
||||
|
||||
return prepared;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
1
Resources/Textures/Parallaxes/AspidParallaxBG.png.yml
Normal file
1
Resources/Textures/Parallaxes/AspidParallaxBG.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/AspidParallaxNeb.png.yml
Normal file
1
Resources/Textures/Parallaxes/AspidParallaxNeb.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/Asteroids.png.yml
Normal file
1
Resources/Textures/Parallaxes/Asteroids.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/KettleParallaxBG.png.yml
Normal file
1
Resources/Textures/Parallaxes/KettleParallaxBG.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/KettleParallaxNeb.png.yml
Normal file
1
Resources/Textures/Parallaxes/KettleParallaxNeb.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/core_planet.png.yml
Normal file
1
Resources/Textures/Parallaxes/core_planet.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/debris_large.png.yml
Normal file
1
Resources/Textures/Parallaxes/debris_large.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/debris_small.png.yml
Normal file
1
Resources/Textures/Parallaxes/debris_small.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/gas_giant.png.yml
Normal file
1
Resources/Textures/Parallaxes/gas_giant.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/land.png.yml
Normal file
1
Resources/Textures/Parallaxes/land.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/layer1.png.yml
Normal file
1
Resources/Textures/Parallaxes/layer1.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/noise.png.yml
Normal file
1
Resources/Textures/Parallaxes/noise.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/planet.png.yml
Normal file
1
Resources/Textures/Parallaxes/planet.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
1
Resources/Textures/Parallaxes/space_map2.png.yml
Normal file
1
Resources/Textures/Parallaxes/space_map2.png.yml
Normal file
@@ -0,0 +1 @@
|
||||
preload: false
|
||||
Reference in New Issue
Block a user