branchrust_reboot/main/hackweek_renderlod_collapsecancel
53 Commits over 31 Days - 0.07cph!
Fixed graphics.collapseRendererLOD getting set to false every launch
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Fixed wooden_crate_a, wooden_crate_a_red, wooden_crate_e_red, wooden_crate_e renderers set up with multiple empty LOD states
RendererLOD will no longer collapse a renderer with multiple empty states
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
Fixed oven loot panels not working (incorrect compiler define)
Safety check for EmissionToggle renderer collapses
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
Don't collapse renderers if they are part of a LightGroupAtTime
Fixed map renderers for dungeon cells (only used on xmas dungeons)
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes
Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
Ensure collapsed renderers can still register with occlusion culling
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials)
Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation
Fix some missing deploy guides
Fixed train tunnels not rendering properly on the map
Industrial crafter now correctly gets collapsed
Collapse process will now update an EmissionToggle on the same object as the RendererLOD to reference the newly created renderer (fixes electric furnace)
Don't collapse a RendererLOD if any renderer has children
Fix some method names
Fix collapsed renderers briefly not having an assigned mesh immediately after PreProcess, fixes item skin previews not cropping properly
Fix coaling tower NRE (disable collapsing on light renderers for now)
Fixed skinned items missing materials when entering and exiting LOD range
Don't allow skinned mesh renderers to be collapsed
Fixed skinned beach chairs
Fixed reversed search light
Fixed powered water purifier
Added DontCollapseRenderer gameobejct tag for a quick way to opt out of the collapse process
Applied to industrial crafter
Fixed scale not being applied (this should also be fixed, disabling for now)
Don't apply collapsing to renderers with rotated LOD transforms (we couple probably support this but disabling it easier for now)
Fixed RendererLOD collapsing disabled components (these technically don't work for lods at all and will never change their visual based on distance, so we should fix them)
Enabled RendererLOD component on the vending machine
Cleanup
Added graphics.collapseRendererLOD to control new behaviour, defaults to true and game must be restarted after toggling for new setting to take effect
Support MaterialSetup component
Fixed collapse not working with skinned objects, not casting shadows
Various fixes, move to PrefabPreProcess so it gets run once per prefab