userJarryd Campicancel
branchrust_reboot/main/static_groupcancel

111 Commits over 92 Days - 0.05cph!

2 Years Ago
Merge from main
2 Years Ago
HLOD asset commit
2 Years Ago
Added tooltips to HLODBounds component Adjusted powerplant setting to properly cull underground geometry
2 Years Ago
Rename and simplify all HLOD convars
2 Years Ago
LOD changes now happen in a budgeted queue when entering/exiting a HLOD range Don't disable the HLOD mesh until all of the actual meshes are visible to reduce popping
2 Years Ago
SceneToPrefabs fixes Added graphics.staticTileDebug to verify the LOD changes at runtime
2 Years Ago
Readded some hlod settings
2 Years Ago
Fixed mesh trimmer causing corruption on meshes with UInt32 index format
2 Years Ago
Trainyard, water treatment
2 Years Ago
Better default HLODBounds settings SceneToPrefabTag now takes priority over the minimum height settings Setup satellite dish, dome, stables, sewer branch, swamp_c and trainyard
2 Years Ago
Warehouse, small oil rig, powerplant
2 Years Ago
Restore hlod prefabs to each monument that had them before the merge Remove default hlod options from SceneToPrefab component (better to just add child components) Added menu item to S2P all monuemnts with HLOD components
2 Years Ago
Merge from main
2 Years Ago
Backup hlod settings from all monuments processed so far into separate prefabs
2 Years Ago
Fixed large_industrial_prop_c in military tunnels invalid LOD setup HLOD now ignores any renderers with the Nature/Cliff shader
2 Years Ago
Harbors, lighthouse, junkyard
2 Years Ago
More monument HLOD setups
2 Years Ago
Add an editor display to LODMasterMesh to show how far away the camera is
2 Years Ago
Update airfield, launch site and large oil with new settings
2 Years Ago
LODMasterMesh components now calculate distance to the main camera based on how far away the camera is from the edge of their bounds (calculating distance to a single point was problematic when some monuments are so big) Fixed some inconsistencies with bounds when grabbing renderers
2 Years Ago
Better default cutoff alpha Reowrk cutoff height, fixes multiple HLODS culling renderers outside of their bounds
2 Years Ago
Add graphics.staticTileShadow to control whether the HLOD meshes draw shadows
2 Years Ago
Improve visibilty cull check to take into account alpha on cutout meshes (if a raycast hits a surface that is alpha'd out, it continues until it hits a surface that isn't)
2 Years Ago
Fixed generated materials not getting alpha cutoff keywords correctly applied
2 Years Ago
Launch site changes
2 Years Ago
Add support for offsetting the mesh trimmer process
2 Years Ago
Fix some issues when using mutliple HLOD's on large monuments
2 Years Ago
Added a minimum triangle edge length to mesh trimmer options
2 Years Ago
SceneToPrefabTag now support specifying a non-final LOD index
2 Years Ago
Fix decal cull NRE when part of monument
2 Years Ago
Build fix
2 Years Ago
Add a minimum triangle size setting to MeshTrimmer, defaults to 0.1 Good for removing detail that won't be visible at long ranges, leaves some holes in geometry but it would be difficult to notice at a distance Removes 50% of the geometry on supermarket HLOD with very little visual change
2 Years Ago
Refactored mesh trim settings, adjusted height on gas station to properly remove interior faces
2 Years Ago
More build fixes
2 Years Ago
Build fix
2 Years Ago
Update HLOD system to call MeshTrimmer process as part of Scene2Prefab
2 Years Ago
Clean out any extra vertices, saves about 1000 verts/normals/etc
2 Years Ago
More progress, mesh trimmer now mostly removes triangles on lower lods that won't be visible (obscured by other triangles) Cuts about 2k triangles off LOD3 of supermarket HLOD with no visual difference
2 Years Ago
WIP on a tool to trim out LOD faces that likely won't be visible
2 Years Ago
Revert manifest and plugins to match main
2 Years Ago
Removed jobs renderer system Move UnwrapBaker to plugins, made it editor only Fixed MeshLods getting modified by HLOD before they can Init
2 Years Ago
Ensure LODS are removed from the culling system when under the control of a HLOD
2 Years Ago
Fixed MeshLOD components not getting properly disabled by HLOD
2 Years Ago
Merge from main
2 Years Ago
MeshCull components now get culled correctly when inside of a HLOD volume
2 Years Ago
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
2 Years Ago
Fixes
2 Years Ago
Update MonumentBenchmark with just the three testing monuments
2 Years Ago
Merge from main
2 Years Ago
Build fix