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Rework EffectCombiner into ECS #291
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After going back and forth about whether EffectCombiner and their parts should be integrated into ECS (and therefore better use batching) I have decided to quickly try it out and choose later.
Also this turned into another rework of dynamic meshes, as for batch-rendering effect parts I needed partially-resettable vertex buffers and custom index buffers. However this should also allow us to again use a single instance buffer across all
ModelRenderer
Result so far: Although there might be edge cases hiding in probably something like
ElectricBolt
orParticleEmitter
and I am not sure that I implemented the sparks renderer correctly I will merge this as is and setup a group issue to track the remaining combiner parts to implement.(Also beam effects and game-controlled progress)
With
MovingPlanes
andRandomPlanes
implemented (fully) this accounts for 43% of combiner parts.