branchrust_reboot/main/PhysicsLayerRevampcancel
76 Commits over 182 Days - 0.02cph!
Activated the purpose of all this: Now letting ragdolls collide with vehicles.
Finished converting the roughly 6 billion harvestables that were using the ragdoll layer. "We do these things not because they are easy, but because we thought they'd probably be easy." - John F. Kennedy
New Harvestable layer. Switched growable/harvestable/collectable stuff and scripts to use it. Still WIP switching them all as there are many prefabs.
PropRenderer now using AI layer instead of Player_Model_Rendering
UIPlayerPreview - Use AI layer mask instead of the now-gone Player_Model_Rendering
Merge Main -> PhysicsLayerRevamp
S2P on monuments that changed in the merge - reinstate layer changes
Removed extras from test map
Merge Main -> PhysicsLayerRevamp
Fixed windmills having two copies of their collider, one on the wrong layer
Comment only, after doing some performance testing
Merge Main -> PhysicsLayerRevamp
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
Merge Main -> PhysicsLayerRevamp
Ignore UNUSED B on the camera
S2P on all monuments that had impostor-layer trees and plants (it's a lot of them). We no longer use Impostor layer on anything. Renamed Impostor layer to UNUSED B.
Moved all tree and bush LODs that were on the Imposter layer to the Tree layer. We'll control the imposters via the Imposter script instead.
Removed importer layer from tool cupboard check mask
Switched layer from Imposter to World on EasyRoads3D prefab surfaces (T crossing, X crossing, roundabout)
Added missing imposter scripts and billboards for bush_willow_snow_small_a and bush_willow_snow_small_b
Merge Main -> PhysicsLayerRevamp
Removed all usages of the Player Model Rendering layer. Renamed it to UNUSED A for now. Inventory player preview now hides way under the map instead of being on its own layer. By necessity it also now receives directional light from the sun along with its own local lights, but that may actually be an improvement. If we need to revert, the layer remains available for now.
Merge Main -> PhysicsLayerRevamp
Don't use the imposter layer when trimming meshes, just disable all other colliders in the scene and then re-enable them once we're done
WhatUsesLayer tool now has the option of not including scripts (only showing GameObjects on a given layer)
Merge QOLDec22 -> PhysicsLayerRevamp