branchrust_reboot/main/unskinned_windmillcancel

18 Commits over 182 Days - 0.00cph!

7 Months Ago
Missing instanced mesh filter
7 Months Ago
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
7 Months Ago
main -> unskinned_windmill
12 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
12 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
12 Months Ago
main -> unskinned_windmill
1 Year Ago
split off axle on windmill
1 Year Ago
Prefab fixes
1 Year Ago
Fixed more rotational weirdness
1 Year Ago
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
1 Year Ago
main -> unskinned_windmill
1 Year Ago
More lod adjustments
1 Year Ago
LOD improvements (match sail and vain)
1 Year Ago
Fixed offset rotation
1 Year Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
1 Year Ago
WIP
1 Year Ago
main -> unskinned_windmill
1 Year Ago
added unskinned windmill for test for ian