branchrust_reboot/main/fix_dynamic_occlusion_pausingcancel

8 Commits over 151 Days - 0.00cph!

8 Days Ago
merge from main -> fix_dynamic_occlusion_pausing
14 Days Ago
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)
14 Days Ago
14 Days Ago
merge from main -> fix_dynamic_occlusion_pausing
5 Months Ago
Re-enable dynamic occlusion pausing by default again
5 Months Ago
merge from main -> fix_dynamic_occlusion_pausing
6 Months Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
6 Months Ago
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