GE Lua Documentation

Press F to search!

onPreRender

Definition


-- @/lua/ge/extensions/freeroam/bigMapPoiProvider.lua:701


-- gets called only while career mode is enabled
local function onPreRender(dtReal, dtSim)
  if not gameplay_playmodeMarkers.isStateWithPlaymodeMarkers() then
    return
  end
  -- check if we've switched level
  local level = getCurrentLevelIdentifier()
  if level then
    if sendToMinimap then
      M.sendMissionLocationsToMinimap()
    end
  end
end

Callers

@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceMarkers.lua

function C:onPreRender(dt, dtSim)
  if self.markers then
@/lua/ge/extensions/gameplay/markerInteraction.lua

local function onPreRender(dtReal, dtSim)
  if not gameplay_playmodeMarkers.isStateWithPlaymodeMarkers() then
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua

local function onPreRender(dt, dtSim)
  if markers then
@/lua/ge/extensions/core/camera.lua
local absTranslateTimer = nil
local function onPreRender(dtReal, dtSim, dtRaw)
  if not levelLoaded then return end
@/lua/ge/extensions/core/weather.lua

local function onPreRender(dt)
  if switch == true then
@/lua/ge/extensions/editor/terrainEditor.lua
  end
  terrainEditor:onPreRender()
  local hit
@/lua/ge/extensions/campaign/exploration.lua

local function onPreRender(dt)
  if not getExplorationActive() then
@/gameplay/missionTypes/scatterPickup/customNodes/scatterAnimatorNode.lua

function C:onPreRender(dt, dtSim)
  if not self.mgr.scatterPickup then return end
@/lua/ge/extensions/util/decalRoadsEditor.lua

local function onPreRender(dt)
  local camPos = core_camera.getPosition()
@/lua/ge/extensions/editor/veMain.lua
-- Update data for other vehicle editors to use
local function onPreRender(dtReal, dtSim, dtRaw)
  if not vEditor.vehicle then
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veStaticRenderView.lua
-- Do debugDrawer stuff here
local function onPreRender()
  for wndID, wndData in ipairs(wndsData) do
@/lua/ge/extensions/util/screenshotCreator.lua

local function onPreRender(dt)
  if workerCoroutine ~= nil then
@/lua/ge/extensions/core/sounds.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if Engine.Audio.getGlobalParams then
@/lua/ge/extensions/gameplay/crawl/utils.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not crawlStates then
@/lua/ge/extensions/scenario/scenarios.lua

local function onPreRender(dt, dtSim)
  if not scenario then return end
@/lua/ge/extensions/util/instancedLineRenderDemo.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  t = t + dtSim * 0.5
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua

local function onPreRender(dt)
  if not p_showWindow then
@/lua/ge/extensions/tech/multiscreen.lua
local rotation = QuatF(0, 0, 0, 1)
local function onPreRender()
  if not getOrCreateCameraToWindow or not requestCameraToWindowRender then return end
@/lua/ge/extensions/gameplay/crawl/debug.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not enableDebugWindow then return end
@/lua/ge/extensions/core/vehicleMirrors.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  local veh = getPlayerVehicle(0)
@/lua/ge/extensions/core/checkpoints.lua

local function onPreRender(dt)
  local scenario = scenario_scenarios and scenario_scenarios.getScenario()
@/lua/common/utils/debugDraw.lua

-- GE do calls `onPreRender()`
-- VEH do calls on `onDebugDraw()`
@/lua/ge/extensions/core/groundMarkerArrows.lua
local scale = vec3()
local function onPreRender(dt)
  -- Update all arrow objects based on their proxies
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua

local function onPreRender()
  if myvid == -1 then return end
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua
end
function C:onPreRender(dt, dtSim)
  self:exec('onPreRender')
@/lua/ge/extensions/ui/gameBlur.lua

local function onPreRender()
  if not extensions.ui_visibility.getCef() then return end
@/lua/ge/extensions/scenario/waypoints.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not scenario_scenarios then return end
@/lua/ge/extensions/editor/camPathEditor.lua

local function onPreRender()
  if
@/lua/common/extensions/networking/editorToolchain.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not server then return end
@/lua/ge/extensions/util/precompileVehicles.lua

local function onPreRender(dt)
    if finished then return end
@/lua/ge/extensions/scenario/busdriver.lua

local function onPreRender(dt, dtSim)
  --local debugPath = true
@/lua/ge/extensions/core/groundMarkers.lua
local playerVehPos = vec3()
local function onPreRender(dt)
  if not M.endWP then return end
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
M.onCollectScreenshotMetadata = onCollectScreenshotMetadata
M.onPreRender = function(dt) transition.onPreRender(dt) end
@/lua/ge/extensions/editor/shapeEditor.lua

local function onPreRender()
  if(shapePrev) then
@/lua/ge/ge_utils.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if(fpsLimiter:update(dtReal)) then
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua

function C:onPreRender(dt)
  local cameraPos = core_camera.getPosition()
@/lua/ge/extensions/util/trackBuilder/cameraTransition.lua
local perc = 0
local function onPreRender(dt)
  if remainingTime <= 0 then return end
@/lua/ge/extensions/flowgraph/nodes/mission/knockAwayCheck.lua

function C:onPreRender(dt, dtSim)
  if self.markers then
@/lua/ge/extensions/editor/roadEditor.lua

local function onPreRender()
  if not editor.editMode or (editor.editMode.displayName ~= editModeName) then
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua

local function onPreRender()
  if myvid == -1 then return end
@/lua/ge/extensions/scenario/demolitionDerby.lua
-- called before rendering a graphics frame
local function onPreRender(dt)
    local scenario = scenario_scenarios.getScenario()
@/lua/ge/extensions/flowgraph/nodes/vehicle/touchingStatic.lua

function C:onPreRender()
  if self.active and self.pinIn.debugMode.value then
@/lua/ge/extensions/core/hotlapping.lua
local colorOrange = ColorF(1, 0.5, 0, 0.5)
local function onPreRender(dt, dtSim)
  if editMode then
@/lua/ge/extensions/util/precompileShaders.lua

local function onPreRender(dt)
    if finished then return end
@/lua/ge/extensions/flowgraph/nodes/gfx/blur.lua

function C:onPreRender(dt, dtSim)
  if not extensions.ui_visibility.getCef() then return end
@/lua/ge/extensions/editor/vehicleDetailViewer.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not editor.beginWindow or not detailViewerActive then return end -- for some frames, the editor is not ready yet
@/lua/ge/extensions/freeroam/dragRace.lua

local function onPreRender(dtReal, dtSim, dtRaw)
  if not opponentVehicle then return end
@/gameplay/missionTypes/cannon/customNodes/MarkersNode.lua

function C:onPreRender()
  if self.markers then
@/lua/ge/extensions/gameplay/traffic.lua

local function onPreRender(dt)
  if not M.debugMode then return end