branchrust_reboot/main/static_groupcancel
174 Commits over 760 Days - 0.01cph!
Fixed LateCamera trying (and failing) to report frame times while not in play mode
Update HLOD distances on large oil rig
Fixed a case where the HLOD mesh would fail to render
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result
S2P WTP, Trainyard, Excavator
Fixes to building privileges in WTP, Trainyard, Excavator
S2P gas station
Fixed both harbor monuments switching to HLOD mesh too close
Disable HLOD mesh in Awake, prevents HLOD meshes appearing briefly when connecting to a game
Merge from main (stomp trainyard changes locally)
MeshCull now works with occlusion culling
Ensure components are removed from the occlusion culling system when disabled by HLOD
Improved alpha cutoff of lighthouse hlod
Fixed particle systems getting turned on incorrectly due to overload changes
Fix RendererLOD switching to rendering shadows only if it's disabled by a HLOD component while still in rendering range
Fixed non-lodded pipe in supermarket
Fixed non-lodded broken tiles in gas station
HLOD meshes now get culled as part of the occlusion culling system
Fixed some missing structures in water treatment plant
Fixed missing legs on small oil
Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible.
MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
Code review: use enabled state instead of ToggleEnabled method
Disable static colliders on HLOD affected meshes (very experimental, probably going to cause issues)
Update swamp_c, harbor_1 and launch_site after merge
Clear queues when enabling/disabling hlod
Add graphics.PrintLodQueues for debugging
Adjusted some mesh trim settings, shave 2-10k tris from some HLODs
Fixed MeshCull objects getting incorrectly enabled if graphics.hlod is false
Disable per object motion vectors on hlod meshes
Subtract
74796, made no difference
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
Redo satellite dish to fix some missing renderers
Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Reduce all HLOD textures to 1024
Fixed skip generation HLOD option not working
Increase lighthouse LOD swap distance
Fixed missing geometry on dome HLOD