branchrust_reboot/main/sep_2026_mesh_checkscancel
6 Commits over 0 Days - Infinitycph!
Remove tangents, blend shapes from 2716 collision fbx's
The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh
Collision meshes aren't big so we're talking a couple of kb's
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case)
Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything
No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup
LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values
Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing)
Add an inspector warning to MeshLOD if the same mesh appears multiple times
Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials