branchrust_reboot/main/fix_dynamic_occlusion_pausingcancel
8 Commits over 151 Days - 0.00cph!
merge from main -> fix_dynamic_occlusion_pausing
Fix pooling error where LODComponent was calling Refresh() before the GameObject was enabled & parenting was finished causing it to pull a LOD cell at 0,0,0 instead of the LOD cell at it's world position
- fixes codelocks attached to chests being invisible when pausing dynamic occlusion is enabled (because it would only refresh it's LOD cell when it was considered dynamic)
merge from main -> fix_dynamic_occlusion_pausing
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Fix parented static occlusion optimization not working when coming back into network range
- moved setting dynamic / static occlusion after the parent is set instead of before
- ensures static occlusion grabs the correct position from parent