debugDraw
Definition
-- @/lua/vehicle/hydros.lua:245
local function debugDraw()
local dtReal = obj:getRealdt()
if dtReal > 1/10 or dtReal < 0.0001 then -- disable ffb when at less than 10fps, and after pauses. this avoids sudden spikes from accumulated time (e.g. after loading screens, etc)
FFBsmooth:set(0)
curForceLimitSmoother:set(0)
end
end
Callers
@/lua/ge/extensions/editor/meshSpline.lua
-- Render the mesh splines with debugDraw (only if not linked to master spline).
local selSpline = splines[out.spline]
@/lua/vehicle/controller.lua
local function debugDraw(focusPos)
for i = 1, debugDrawCount, 1 do
if controller.debugDraw ~= nil then
print(" sortedControllers[" .. i .. "].debugDraw(focusPos) -- " .. tostring(controller.typeName))
end
@/lua/vehicle/controller/controllerTemplate.lua
-- local function debugDraw(focusPos)
-- end
@/lua/vehicle/ai.lua
local function debugDraw(focusPos)
local debugDrawer = obj.debugDrawProxy
if M.mode == 'script' and scriptai ~= nil then
scriptai.debugDraw()
end
@/lua/vehicle/controller/playerController.lua
local function debugDraw(focusPos)
for _, v in pairs(debugVectors) do
@/lua/vehicle/scriptai.lua
local function debugDraw()
local debugDrawer = obj.debugDrawProxy
@/lua/ge/extensions/gameplay/race/race.lua
local isDebug = true
function C:debugDraw(data)
for _, pos in ipairs(data.offTrackData.offTrackPath) do
if isDebug then
self:debugDraw(data)
end
@/lua/vehicle/controller/bypassDampers.lua
-- local function debugDraw(focusPos)
-- for _, damper in ipairs(dampers) do
@/lua/vehicle/beamstate.lua
M.debugDraw = nop
local function debugDraw(focusPos)
-- highlight all coupling nodes
@/lua/ge/extensions/editor/trafficManager.lua
local function debugDraw()
if not session then return end
debugDraw()
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local function debugDraw()
if running then return end
debugDraw()
end
@/lua/vehicle/main.lua
focusPos.x, focusPos.y, focusPos.z = x, y, z
bdebug.debugDraw(focusPos)
ai.debugDraw(focusPos)
bdebug.debugDraw(focusPos)
ai.debugDraw(focusPos)
beamstate.debugDraw(focusPos)
ai.debugDraw(focusPos)
beamstate.debugDraw(focusPos)
controller.debugDraw(focusPos)
beamstate.debugDraw(focusPos)
controller.debugDraw(focusPos)
hydros.debugDraw()
controller.debugDraw(focusPos)
hydros.debugDraw()
extensions.hook("onDebugDraw", focusPos)
@/lua/vehicle/bdebugImpl.lua
--local lastTime = 0
local function debugDraw(focusPos)
-- local currTime = os.clock()
@/lua/vehicle/bdebug.lua
M.beamBroke = function(id, energy) bdebugImpl.beamBroke(id, energy) end
M.debugDraw = function(focusPos) bdebugImpl.debugDraw(focusPos) end
@/lua/ge/extensions/editor/roadSpline.lua
-- Render the spline and layer visualisations with debugDraw (only if not linked to master spline).
if selGroup then
@/lua/ge/extensions/editor/assemblySpline.lua
-- Render the assembly splines with debugDraw (only if not linked to master spline).
local selSpline = splines[selectedSplineIdx]