branchrust_reboot/main/hlod_componentcancel
35 Commits over 92 Days - 0.02cph!
Resetting at the start of each cull routine.
Stopping overlapping jobs
Tidied up renderer class and a setup a test.
Added static tile renderer classes
Updated packages to latest, fixed errors from API changes, built to confirm it all works.
Showing some gizmos to preview splits.
Exporting prefabs, loading them in game properly
Runtime ECS placement test.
Performing conversion as part of SceneToPrefab
Utils to clear out stuff that isn't needed post conversion
Quick runtime conversion test
Now only one instance of each model type ends up in each sheet.
Storing models used to make better use of UV space.
Generating an alpha cutout mask which removed a lot of artifacts.
Cleaned up the export routine a bit. Still a lot slowed than it needs to be but good enough.
Integrating baked meshes into the HLOD system
HLOD setup after conversion
Added basic baking functionality
Working out the basics...