branchrust_reboot/main/optimize_sprinklerscancel
3 Commits over 0 Days - ∞cph!
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers
- reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers)
- reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active
- can check animator for bool parameter and check if it's in a known inactive state
- poll every 5s (configurable) to see if the animator is inactive
- send event when the animator is activated from EntityFlags_Animator