branchrust_reboot/main/static_groupcancel

174 Commits over 760 Days - 0.01cph!

2 Years Ago
Fixed LateCamera trying (and failing) to report frame times while not in play mode
2 Years Ago
Update HLOD distances on large oil rig
2 Years Ago
Fixed a case where the HLOD mesh would fail to render
2 Years Ago
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result
2 Years Ago
S2P WTP, Trainyard, Excavator
2 Years Ago
Fixes to building privileges in WTP, Trainyard, Excavator
2 Years Ago
S2P gas station Fixed both harbor monuments switching to HLOD mesh too close
2 Years Ago
Merge from main
2 Years Ago
Disable HLOD mesh in Awake, prevents HLOD meshes appearing briefly when connecting to a game
2 Years Ago
Trainyard HLOD
2 Years Ago
Merge from main (stomp trainyard changes locally)
2 Years Ago
MeshCull now works with occlusion culling Ensure components are removed from the occlusion culling system when disabled by HLOD
2 Years Ago
Improved alpha cutoff of lighthouse hlod
2 Years Ago
Merge from main
2 Years Ago
Fixed particle systems getting turned on incorrectly due to overload changes
2 Years Ago
Merge from main
2 Years Ago
Removed some debug stuff
2 Years Ago
Fix RendererLOD switching to rendering shadows only if it's disabled by a HLOD component while still in rendering range
2 Years Ago
Fixed non-lodded pipe in supermarket Fixed non-lodded broken tiles in gas station
2 Years Ago
HLOD meshes now get culled as part of the occlusion culling system
2 Years Ago
Unsaved
2 Years Ago
Fixed some missing structures in water treatment plant
2 Years Ago
Fixed missing legs on small oil
2 Years Ago
Merge from main
2 Years Ago
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.
2 Years Ago
Code review: use enabled state instead of ToggleEnabled method
2 Years Ago
Merge from main
2 Years Ago
Disable static colliders on HLOD affected meshes (very experimental, probably going to cause issues)
2 Years Ago
Update swamp_c, harbor_1 and launch_site after merge
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Clear queues when enabling/disabling hlod Add graphics.PrintLodQueues for debugging
2 Years Ago
More mesh toggle fixes
2 Years Ago
Adjusted some mesh trim settings, shave 2-10k tris from some HLODs
2 Years Ago
Fixed MeshCull objects getting incorrectly enabled if graphics.hlod is false
2 Years Ago
Merge from main
2 Years Ago
Disable per object motion vectors on hlod meshes
2 Years Ago
Subtract 74796, made no difference
2 Years Ago
Merge from main
2 Years Ago
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
2 Years Ago
Redo satellite dish to fix some missing renderers
2 Years Ago
Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
2 Years Ago
Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
2 Years Ago
Drop HLOD texture sizes to 512
2 Years Ago
HLOD water treatment plant after merge
2 Years Ago
Merge from main
2 Years Ago
Reduce all HLOD textures to 1024
2 Years Ago
Power substation HLODs
2 Years Ago
Fixed skip generation HLOD option not working
2 Years Ago
Increase lighthouse LOD swap distance Fixed missing geometry on dome HLOD