userIan Hendersoncancel
branchrust_reboot/main/unskinned_windmillcancel

16 Commits over 182 Days - 0.00cph!

19 Days Ago
Missing instanced mesh filter
19 Days Ago
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
19 Days Ago
main -> unskinned_windmill
6 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
6 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
6 Months Ago
main -> unskinned_windmill
6 Months Ago
Prefab fixes
6 Months Ago
Fixed more rotational weirdness
6 Months Ago
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
6 Months Ago
main -> unskinned_windmill
7 Months Ago
More lod adjustments
7 Months Ago
LOD improvements (match sail and vain)
7 Months Ago
Fixed offset rotation
7 Months Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
7 Months Ago
WIP
7 Months Ago
main -> unskinned_windmill