branchrust_reboot/main/prefab_optimisations/trainyard_mergecancel
21 Commits over 0 Days - ∞cph!
Merge from trainyard_update
Applied UndergroundLODSwitcher to door.hinged.industrial_a_a and door.hinged.industrial_a_b (both used in train tunnels)
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain
Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)
Set aggresiveShadowLod and aggressiveShadowLodWearable convars to true by default
Possibly fixed the keypad multiple lod warning during startup
Add graphics.reportparticlesystems
Cull the moon pool water surface at 200m
Mark train tunnel dwellings and loot strips as OnlyVisibleUnderground, prevents a variety of meshes from rendering when the player is on the surface
Fixed missing server cull tag on salvaged sword world model, removes a useless transform on the server
Remove PlayerInput, ItemCrafter, PlayerBlueprints and SteamInventory components from all scientists and dwellers
Add mesh culling to various prefabs with shadow boxes
Disable shadows on table lods in lighthouse
Merge from trainyard_update
Merge from trainyard_update
Merge from trainyard_update
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
Cull speaker meshes on compound music stage
Don't use the aggresiveShadowLod convar on renderers with only 2 states
Cull CCTV static arm mesh
Cull some small pieces of the marketplace workbench prop
Reapply train tunnel changes
Merge from trainyard_update