branchrust_reboot/main/static_groupcancel
174 Commits over 760 Days - 0.01cph!
Update harbor_1 to include the hanging container in the HLOD
Switching the graphics.hlod convar now immediately updates all LODs, bypassing the budgeted update (this was taking up to 30s to change the lods of every object in the world in proc gen, making comparisons difficult)
Run bandit town HLOD after merge
Added tooltips to HLODBounds component
Adjusted powerplant setting to properly cull underground geometry
Rename and simplify all HLOD convars
LOD changes now happen in a budgeted queue when entering/exiting a HLOD range
Don't disable the HLOD mesh until all of the actual meshes are visible to reduce popping
SceneToPrefabs fixes
Added graphics.staticTileDebug to verify the LOD changes at runtime
Readded some hlod settings
Fixed mesh trimmer causing corruption on meshes with UInt32 index format
Trainyard, water treatment
Better default HLODBounds settings
SceneToPrefabTag now takes priority over the minimum height settings
Setup satellite dish, dome, stables, sewer branch, swamp_c and trainyard
Warehouse, small oil rig, powerplant
Restore hlod prefabs to each monument that had them before the merge
Remove default hlod options from SceneToPrefab component (better to just add child components)
Added menu item to S2P all monuemnts with HLOD components
Backup hlod settings from all monuments processed so far into separate prefabs
Fixed large_industrial_prop_c in military tunnels invalid LOD setup
HLOD now ignores any renderers with the Nature/Cliff shader
Harbors, lighthouse, junkyard
More monument HLOD setups
Add an editor display to LODMasterMesh to show how far away the camera is
Update airfield, launch site and large oil with new settings
LODMasterMesh components now calculate distance to the main camera based on how far away the camera is from the edge of their bounds (calculating distance to a single point was problematic when some monuments are so big)
Fixed some inconsistencies with bounds when grabbing renderers
Better default cutoff alpha
Reowrk cutoff height, fixes multiple HLODS culling renderers outside of their bounds
Add graphics.staticTileShadow to control whether the HLOD meshes draw shadows
Improve visibilty cull check to take into account alpha on cutout meshes (if a raycast hits a surface that is alpha'd out, it continues until it hits a surface that isn't)
Fixed generated materials not getting alpha cutoff keywords correctly applied
Add support for offsetting the mesh trimmer process
Fix some issues when using mutliple HLOD's on large monuments
Added a minimum triangle edge length to mesh trimmer options
SceneToPrefabTag now support specifying a non-final LOD index
Fix decal cull NRE when part of monument
Add a minimum triangle size setting to MeshTrimmer, defaults to 0.1
Good for removing detail that won't be visible at long ranges, leaves some holes in geometry but it would be difficult to notice at a distance
Removes 50% of the geometry on supermarket HLOD with very little visual change
Refactored mesh trim settings, adjusted height on gas station to properly remove interior faces
Update HLOD system to call MeshTrimmer process as part of Scene2Prefab
Clean out any extra vertices, saves about 1000 verts/normals/etc
More progress, mesh trimmer now mostly removes triangles on lower lods that won't be visible (obscured by other triangles)
Cuts about 2k triangles off LOD3 of supermarket HLOD with no visual difference
WIP on a tool to trim out LOD faces that likely won't be visible
Revert manifest and plugins to match main
Removed jobs renderer system
Move UnwrapBaker to plugins, made it editor only
Fixed MeshLods getting modified by HLOD before they can Init
Ensure LODS are removed from the culling system when under the control of a HLOD
Fixed MeshLOD components not getting properly disabled by HLOD
MeshCull components now get culled correctly when inside of a HLOD volume
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
Update MonumentBenchmark with just the three testing monuments