branchrust_reboot/main/hlod_improvements_aug_26cancel
7 Commits over 0 Days - Infinitycph!
More than doubled the speed of the MeshTrimmer stage of HLOD generation
Only readback the texture once, not per ray
Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid
Do the dot product check before the ray, halves the number of rays
Removed a bunch of allocations (it's editor code, but still useful)
Full S2p with HLODs:
Launch Site 9:33 -> 2:18
Water Treatment -> 2:23 -> 0:51
S2P Launch site
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds
Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Remove some old debugging code
Regenerate all the HLODs in the game
Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue
Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check
Removed a runtime allocation when a HLOD mesh enters/exits range
Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)