branchrust_reboot/main/skeleton optimizationscancel
228 Commits over 122 Days - 0.08cph!
Working on converting mesh replacement system to new system.
Tidied SMM rebuild a bit for bug finding. Adding a util to convert mesh replacements.
Fix error when adding skinnedmeshcolliders
Caching stuff on wearables.
Skins attaching to skeleton +LOD setup
Lots of stuff is now cached on each wearable in pre process.
Wearable conversion utility no longer destroys the rig, this happens in prefab preprocess instead.
Reorganised an tidied up SMM class to make it easier to start plugging stuff in. Skeleton Skin no long attaches itself to a Skeleton automatically.
Removed SkinnedMeshRendererInfo
SkinnedMultiMesh no longer keeps its own bone dictionary, uses Skeleton to look it up instead.
subtracting wearable changes, need to keep rigs until the prefab processing stage.
Added a label to all wearables to find them easier
Setting up all wearables to use the skeleton system.
Tool that shows inconsistencies between main rig and wearables. Rebuilt skeleton def with updated rig.
BoneRetargets are moved out of rigs.
Added a tool to check for extra elements added to bones in clothing.
Utility to convert all wearables to the new SkeletonSkin format...
More caching for ragdoll stuff. Player ragdolls work with skeleton now.
Caching some components on the ragdoll prefab.
Set up skeleton stuff on Wolf to test with
Updated Facepunch.Skeleton
Set references to variants
Generated female prefab variants
Remaining components are set up
All materials set up in female clothing variants
Setting up female mesh replacement alternative
Removing MeshReplacement system etc.
Moved bone retargeting step
Spawning prefabs directly from the skin set rather than using mesh replacements
Setup all relevant skin prefabs and skin sets
Generated prefabs for skin variations
All facial detail skins converted