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Parser and texture improvement - #1381

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Parser and texture improvement#1381
adfriz wants to merge 10 commits into
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adfriz:parser-and-texture-improvement

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@adfriz

@adfriz adfriz commented Aug 8, 2026

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Heavily WIP.

Mostly about caching and redundant stuff.

maybe im doing this too much.

But some obvious imporvement is the parsing and reloading in route viewer.

From my own test, loading tohoku shinkansen route, the 1fine-Hayabusa1v1.00.csv results is :

For the first load is down from 95s to 25s or less

image

For reloading is down from 35s to 5s or less.

image

Note: this results may vary, depends on the system specs and system load.
This commit still has the timer logging code.
That timer log can be accessed in F9 menu on the very bottom rows.

@ginga81 do you want to try this?

@leezer3

leezer3 commented Aug 8, 2026

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Basically, a lot of this is code that hasn't been touched since things were written originally, and consequently it's not got the benefits of stuff like HashSets :)

(remember the code dates from .Net 1.5)

A lot of the bug comments in the code may longer be valid- getting multi-threading going safely was pretty painful.

@ginga81

ginga81 commented Aug 8, 2026

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It's 3:00 AM right now in Japan, so I'd like to build? it and give it a try tomorrow!

@leezer3

leezer3 commented Aug 8, 2026

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Further thoughts:
A re-write of the route parser (well at least the parsing part as opposed to world generation) is on my list of things to look at, but that's something that will get even messier than the object parsers etc. just because of the amount of commands....
There are parts of it which are absolutely horrible (the code handling command prefixes for example...), and whilst I've partially re-written parts of it, there's still far too many nested else-if things and awful string comparisons.....

Only other thought is that fundamentally, most of our users aren't route builders, and whilst chasing reload times etc. here is never bad, it's probably secondary.

@ginga81

ginga81 commented Aug 8, 2026

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I built and ran the program.
In OpenBVE, after selecting a route and a train, the following dialog appears, and the program returns to the route selection screen.
Screenshot from 2026-08-09 08-10-22

log.txt

OpenBVE Log: 2026-08-09 08:10:19
Program Version: v1.7.2475.488-user

08:10:19  The required system library openal32.dll assembly:<unknown assembly> type:<unknown type> member:(null) was not found on the system.
08:10:29  [CSM] Initialized: 4 cascades, 4096×4096, distance=500m, strength=40%

RouteViewer failed to launch and displayed the following message.
It seems OpenTK is missing, but I don't know which folder to put it in, or where to get it and how to set it up...

user@bin_release$ mono RouteViewer.exe
ATTENTION: default value of option mesa_glthread overridden by environment.

Unhandled Exception:
System.DllNotFoundException: openal32.dll assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) OpenTK.Audio.OpenAL.Alc.OpenDevice(string)
  at SoundManager.SoundsBase.Initialize (SoundManager.SoundRange range) [0x0011f] in <0284fe84835e4dfd9749fdb9b80b32c6>:0 
  at RouteViewer.RouteViewer.OnLoad (System.EventArgs e) [0x00126] in <5259b9c7a0fc48ddaf091c7ba0afc1df>:0 
  at OpenTK.GameWindow.OnLoadInternal (System.EventArgs e) [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x0008f] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at RouteViewer.Program.Main (System.String[] args) [0x00404] in <5259b9c7a0fc48ddaf091c7ba0afc1df>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.DllNotFoundException: openal32.dll assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) OpenTK.Audio.OpenAL.Alc.OpenDevice(string)
  at SoundManager.SoundsBase.Initialize (SoundManager.SoundRange range) [0x0011f] in <0284fe84835e4dfd9749fdb9b80b32c6>:0 
  at RouteViewer.RouteViewer.OnLoad (System.EventArgs e) [0x00126] in <5259b9c7a0fc48ddaf091c7ba0afc1df>:0 
  at OpenTK.GameWindow.OnLoadInternal (System.EventArgs e) [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x0008f] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at RouteViewer.Program.Main (System.String[] args) [0x00404] in <5259b9c7a0fc48ddaf091c7ba0afc1df>:0 
user@bin_release$ 

@adfriz

adfriz commented Aug 9, 2026

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@ginga81 can you test again? and also test the latest master too?

if the fix in this PR works i will take it as separate PR for master bracnh.

@ginga81

ginga81 commented Aug 9, 2026

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I downloaded and built it again, but neither RouteViewer nor OpenBVE would launch—just like before.
Did I perhaps download the wrong ZIP file for the build...?

@ginga81

ginga81 commented Aug 9, 2026

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https://github.com/adfriz/OpenBVE/tree/parser-and-texture-improvement
I downloaded the ZIP for this using the "Download ZIP" button in the top right corner and built it.

@adfriz

adfriz commented Aug 9, 2026

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thats odd, idk why it doesn't work on you...

@leezer3

leezer3 commented Aug 9, 2026

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debug vs. release?

@ginga81

ginga81 commented Aug 9, 2026

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Screenshot from 2026-08-09 14-20-41 Ever since it was pointed out that the build wasn't set to "Release," I have always used this setting.

@adfriz

adfriz commented Aug 9, 2026

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Basically, a lot of this is code that hasn't been touched since things were written originally, and consequently it's not got the benefits of stuff like HashSets :)

(remember the code dates from .Net 1.5)

A lot of the bug comments in the code may longer be valid- getting multi-threading going safely was pretty painful.

net 1.5 ? is this the time when openbve still using Tao framework? if im not mistaken.

Further thoughts: A re-write of the route parser (well at least the parsing part as opposed to world generation) is on my list of things to look at, but that's something that will get even messier than the object parsers etc. just because of the amount of commands.... There are parts of it which are absolutely horrible (the code handling command prefixes for example...), and whilst I've partially re-written parts of it, there's still far too many nested else-if things and awful string comparisons.....

Only other thought is that fundamentally, most of our users aren't route builders, and whilst chasing reload times etc. here is never bad, it's probably secondary.

is this going to be a block parser like the csv b3d parser?

well, the motivation of this PR was the loading/reloading time is too much, although it may depends on how the route made by the route developer...

@adfriz

adfriz commented Aug 9, 2026

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Screenshot from 2026-08-09 14-20-41 Ever since it was pointed out that the build wasn't set to "Release," I have always used this setting.

hmm release or debug is not the problem i think, i always test with release build for the more accurate timer log.

@adfriz

adfriz commented Aug 9, 2026

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can you try rebuild all ?

or maybe using command line ?

maybe like this?

nuget restore OpenBVE.sln
msbuild /t:Build /p:Configuration=Release OpenBVE.sln

idk if that command is correct, im not familiar with linux.

@ginga81

ginga81 commented Aug 9, 2026

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As I mentioned earlier, I am building the project using MonoDevelop.
I didn't get errors with the other source codes, but this one is causing them to appear.
For example, this source code can run normally.
https://github.com/adfriz/OpenBVE/tree/opt-parser-csv-b3d

I'm not sure what the difference is, though...
I also tried using the command line, but the result was the same.

@adfriz

adfriz commented Aug 9, 2026

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this is hard... the PR build checks shows all green...

@leezer3 any thoughts?

@ginga81 can you try build the master branch? https://github.com/leezer3/OpenBVE.git

i wanna know if the master branch has this problem on linux

@ginga81

ginga81 commented Aug 9, 2026

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user@bin_release$ mono RouteViewer.exe
ATTENTION: default value of option mesa_glthread overridden by environment.

Unhandled Exception:
System.DllNotFoundException: openal32.dll assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) OpenTK.Audio.OpenAL.Alc.OpenDevice(string)
  at SoundManager.SoundsBase.Initialize (SoundManager.SoundRange range) [0x0011f] in <77a60a975f964537b81a5da2f9faa952>:0 
  at RouteViewer.RouteViewer.OnLoad (System.EventArgs e) [0x00126] in <332e25f390f34c0782c7dc56615cbcd7>:0 
  at OpenTK.GameWindow.OnLoadInternal (System.EventArgs e) [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x0008f] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at RouteViewer.Program.Main (System.String[] args) [0x00404] in <332e25f390f34c0782c7dc56615cbcd7>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.DllNotFoundException: openal32.dll assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) OpenTK.Audio.OpenAL.Alc.OpenDevice(string)
  at SoundManager.SoundsBase.Initialize (SoundManager.SoundRange range) [0x0011f] in <77a60a975f964537b81a5da2f9faa952>:0 
  at RouteViewer.RouteViewer.OnLoad (System.EventArgs e) [0x00126] in <332e25f390f34c0782c7dc56615cbcd7>:0 
  at OpenTK.GameWindow.OnLoadInternal (System.EventArgs e) [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x0008f] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <e46468b16ff44a7bab3c89a1e73ac3b5>:0 
  at RouteViewer.Program.Main (System.String[] args) [0x00404] in <332e25f390f34c0782c7dc56615cbcd7>:0 
user@bin_release$ 

It failed to start as well.

@leezer3

leezer3 commented Aug 9, 2026

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I'll see what I can find tomorrow.

Not sure why this has changed, maybe altering the .Net version has changed the version of the toolset it's pulling or something....
Might also be something to do with the Ubuntu (Debian) version, and the current Mono packaging changes; the packaged Mono in Debian Forky has broken msbuild and some other issues, and that's just what I know about.....
b3a961b
If Ubuntu has pulled this in, the entire build toolsets may be iffy.

@ginga81

ginga81 commented Aug 9, 2026

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#1380
Could this be related?

@adfriz

adfriz commented Aug 10, 2026

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@ginga81 Leezer3 already merge a fix for that missing opentk dll, if you have time can you try it?

@ginga81

ginga81 commented Aug 10, 2026

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https://github.com/leezer3/OpenBVE
After building it this time, RouteViewer is now working correctly.
Which source ZIP should I explicitly download to test the build further?

@ginga81

ginga81 commented Aug 10, 2026

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https://github.com/adfriz/OpenBVE/tree/parser-and-texture-improvement
With this source code, I was still unable to run RouteViewer due to the same error.

adfriz added 8 commits August 10, 2026 12:32
- Pre-seed the texture cache with the decoded texture (not the handle) at
  register time, preventing a null reference when transparency is queried.
- Add a registered texture lookup table to avoid scanning every registered
  texture for each new registration.
- Preserve unchanged textures on route reload to avoid re-uploading them.
- Use HashSet for missing files / failed objects / failed textures lookups.
- Replace Thread.Sleep(1) with Thread.Yield in the CSV route parser.
- Measure route parse, post-parse setup, texture registration and texture
  decoding time, and report them in a summary message after loading.
- Fix TextureOrigin.Equals() inverted logic (all branches were wrong)
- Add GetHashCode() to PathOrigin for proper dictionary lookups
- Fix ByteArrayOrigin.NumberOfFrames (was byte count instead of 1)
- Fix InvertLightness loop bound (MyBytes.Length -> MyBytes[frame].Length)
- Fix GrayscaleAlpha stride bug (i+=4 -> i+=2, stride calculation, TexImage2D moved outside loop)
- Add thread-safety locks for textureCache modifications
- Replace ContainsKey+indexer with TryGetValue in ObjectLibrary.ShowObject
- Consolidate 3 lock acquisitions into 2 in RegisterTexture
- Skip GC.Collect on route reload (only on full unload)
- Add per-material alpha cache in ShowObject to avoid repeated textureCache lookups
- Replace ~20 ElementAt() calls with foreach in ApplyRouteData.cs and RouteData.cs (O(n^2) -> O(n))
- Cache brightness lookup index in GetBrightness() to avoid full blocks scan per call
- Replace Regex.Matches per-line with IndexOf loop in Preprocess.cs
- Replace .ToLowerInvariant() == with string.Equals(OrdinalIgnoreCase) for 'with' command
- Remove duplicate ObjectDictionary initialization
- Add Stopwatch timing around ParseRouteForData and ApplyRouteData in CsvRwRouteParser
- Add PluginParseTime and PluginApplyTime fields to HostInterface
- Update log format: parser: X ms (parse: X ms, apply: X ms) | textures: X ms (decode: X ms)
Host.RegisterTexture (RouteViewer + main game) and TextureManager.RegisterTexture
all checked File.Exists before passing to Host.LoadTexture, which has its own
File.Exists check. Removed redundant checks from Host.cs wrappers.
…dificationTime)

File.GetLastWriteTime() and FileInfo.Length were called in PathOrigin constructor
for every texture registration. These are only needed during route reload
(TextureFileUnchanged), so deferring them avoids 2 FS syscalls per texture
during initial load.
…erations

TextureManager.RegisterTexture had a backwards loop calling Array.Resize for
every trailing null entry — O(n) per registration on a large route. Removed
entirely; GetNextFreeTexture already handles growth via power-of-2 doubling.

Also removed redundant File.Exists check in TextureManager, flattened
textureCache pre-seed into single if-condition, and replaced ContainsKey+Add
with indexer assignment in ObjectLibrary.ShowObject cache miss path.
@leezer3
leezer3 force-pushed the parser-and-texture-improvement branch from 98a85a0 to be9211f Compare August 10, 2026 11:33
@leezer3

leezer3 commented Aug 10, 2026

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I've reset this branch to the current master branch.

If you download it again and try building, it should have the same fix.

@leezer3
leezer3 force-pushed the parser-and-texture-improvement branch from be9211f to 341858b Compare August 10, 2026 11:40
@ginga81

ginga81 commented Aug 10, 2026

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I'm now able to run RouteViewer as well!
It displays the time it takes to render, is it!
Information Route loaded in 23933 ms | parser: 23850 ms (parse: 22476 ms, apply: 1266 ms) | textures: 10113 ms (decode: 0 ms) | setup: 7 ms, visibility: 232 ms.

@adfriz

adfriz commented Aug 10, 2026

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Try reload the route by pressing f5 and show the timing again

@ginga81

ginga81 commented Aug 10, 2026

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Information Route reloaded in 10173 ms | parser: 10055 ms (parse: 8917 ms, apply: 1111 ms) | textures: 0 ms (decode: 0 ms) | setup: 4 ms, visibility: 196 ms.
After loading the same data as before, I reloaded it using F5, and it became incredibly fast!
I was amazed.

@adfriz

adfriz commented Aug 10, 2026

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Nice. Texture = 0 ms means it's not reloading the same texture again.

If you want to try, try edit just 1 texture image and reload it again. If decode not 0 ms, it means it should only reload the edited texture.

@ginga81

ginga81 commented Aug 10, 2026

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Information Route loaded in 16839 ms | parser: 16804 ms (parse: 15483 ms, apply: 1225 ms) | textures: 5938 ms (decode: 0 ms) | setup: 7 ms, visibility: 236 ms.
Information Route reloaded in 10174 ms | parser: 10059 ms (parse: 8912 ms, apply: 1121 ms) | textures: 0 ms (decode: 0 ms) | setup: 4 ms, visibility: 305 ms.
I updated 'a' PNG file for a single object—keeping the filename the same—but the change didn't take effect even after reloading it.
To apply the changes, you need to either restart RouteViewer or drag the item again.

@adfriz

adfriz commented Aug 10, 2026

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Huh that's odd, it should changed just by reloading by pressing f5 not reopening the route.

Mind testing on the demo route ? https://openbve-project.net/documentation_hugo/en/examples/demoroute.html

In my test I just edit 1 of the tree image with red scribble. And it should count the decode timer when the route reloaded.


Or maybe your PC is too fast it couldn't record the timings. 🤔

@ginga81

ginga81 commented Aug 10, 2026

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I installed DemoRoute1 from the package and overwrote ground.png, but there was no response, just as before.
Dragging the file didn't make a difference either.
The change only took effect after I restarted RouteViewer and reloaded the route.
However, grass.png updated simply by overwriting the file and pressing F5.
Screenshot from 2026-08-10 21-41-00
Screenshot from 2026-08-10 21-44-16
grass.png
Screenshot from 2026-08-10 21-43-47
ground.png
Screenshot from 2026-08-10 21-41-36

@adfriz

adfriz commented Aug 10, 2026

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編集した画像をルートビューアにドラッグするのではなく、ルートをリロード(再読み込み)するという意味です。

画像をドラッグしても何も起きませんが、それは仕様(想定通りの動作)です。

少なくとも、画像を編集した後にルートをリロードした際、初回のリロードほど時間はかからないですよね?通常のリロードと同じくらい速いはずです。

@ginga81

ginga81 commented Aug 10, 2026

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Of course, after changing the image, I pressed F5 in RouteViewer to reload it.
That is what happened in each case.
I did not drag the image itself.
The file I dragged to trigger a reload was the route file 'Animated Object Demonstration Route.csv'.

@ginga81

ginga81 commented Aug 10, 2026

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The demo route was so fast that the reload time was too quick to even measure—feels around 0.1 seconds.

@adfriz

adfriz commented Aug 10, 2026

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Oh ok, it seems I misinterpreted 😅

Alright, at least nothing broken when you test it. Thanks for testing this PR 👍

If you found any missing or broken route when trying this PR, just report here. I'll try to make sure it fixed.

@leezer3

leezer3 commented Aug 10, 2026

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Textures not reloading:

The trouble you're seeing is because File.LastWriteTime gets cached by the framework / kernel filesystem abstraction layer.

Using a FileSystemInfo and calling the Refresh function before accessing the date-time is marginally more reliable, but nowhere near 100% here on Windows.

https://stackoverflow.com/questions/1448716/net-fileinfo-lastwritetime-fileinfo-lastaccesstime-are-wrong

@adfriz

adfriz commented Aug 10, 2026

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Textures not reloading:

The trouble you're seeing is because File.LastWriteTime gets cached by the framework / kernel filesystem abstraction layer.

Using a FileSystemInfo and calling the Refresh function before accessing the date-time is marginally more reliable, but nowhere near 100% here on Windows.

https://stackoverflow.com/questions/1448716/net-fileinfo-lastwritetime-fileinfo-lastaccesstime-are-wrong

This may or may not the cause?

I mean the route viewer still not have auto reload like object viewer, so it's still need manually reloaded if anything changes.

But, thanks for the info leezer3, i will take a look.

@adfriz
adfriz force-pushed the parser-and-texture-improvement branch 3 times, most recently from f603adc to 341858b Compare August 10, 2026 14:51
@adfriz

adfriz commented Aug 10, 2026

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ugh something wrong with my local git. unfortunately i cant delete that unnecessary force push history

@ginga81

ginga81 commented Aug 11, 2026

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Personal opinion...
When creating a route, I start by building the track and platform objects and laying the track.
At this stage, I focus solely on the track and platforms—rarely adding new objects—and check the display in RouteViewer.
Once that is complete, I create detailed objects and place them one by one.
During this phase, I repeatedly adjust and check the scene in RouteViewer as I add objects.

These two stages are distinct; they differ in whether immediate display is required or if a longer loading time is acceptable.
Sometimes, I might create an object and then proceed to fine-tune its appearance and placement.
With this in mind, I would appreciate it if RouteViewer offered the following two modes:

  1. A mode that prioritizes speed above all else—displaying the scene as quickly as possible (better is it takes just a second)—without accounting for object additions or changes.
  2. A mode that performs as before standard reload, even if it takes more time.
    For example, the conventional reload could remain assigned to the F5 key,
    while a data-only reload (without reloading objects) could be assigned to Shift+F5.

It would be extremely helpful to have a mode that displays only the area within the set draw distance—ahead and behind—as quickly as possible.

@adfriz

adfriz commented Aug 12, 2026

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@ginga81 is that new commit working on you?

@ginga81

ginga81 commented Aug 12, 2026

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Yes! I think it’s become really fast and convenient!
It even reloads in about 10 seconds on the Tohoku Shinkansen!
What I wrote earlier was just my personal ideal...
When I tried it out, the settings were configured in such as screenshots that I couldn't view it.
Screenshot from 2026-08-12 18-33-06
Screenshot from 2026-08-12 18-33-09

@adfriz

adfriz commented Aug 12, 2026

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Yes! I think it’s become really fast and convenient! It even reloads in about 10 seconds on the Tohoku Shinkansen! What I wrote earlier was just my personal ideal... When I tried it out, the settings were configured in such as screenshots that I couldn't view it. Screenshot from 2026-08-12 18-33-06 Screenshot from 2026-08-12 18-33-09

thats weird, i didnt edit that options window.

if you resize it, will it looks correct now?

@ginga81

ginga81 commented Aug 12, 2026

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Screenshot from 2026-08-12 18-51-30 Screenshot from 2026-08-12 18-51-32 This is how it turned out after resizing.

@adfriz

adfriz commented Aug 12, 2026

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are object viewer also like that?

@ginga81

ginga81 commented Aug 12, 2026

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Here is how ObjectViewer looks now. The width adjusts dynamically, though the height remains unchanged.
The list views for "Use X Parser" and "Object Optimization Mode," as well as the entire "Keys" tab's height, have become slightly narrower. I was surprised to see a stark white background upon initial startup, but I was able to change it by pressing the "B" key, so it wasn't an issue.
Screenshot from 2026-08-12 19-45-10
Screenshot from 2026-08-12 19-45-11
Screenshot from 2026-08-12 19-45-13

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3 participants