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There is still a bug with the LOD calculations that is messing up entries, and it is extremely obvious when trying to enter an EP setup. It seems the app is loading yesterdays LOD values. One possibil…
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Currently only records videos of best individuals along evolutionary time. Add option to make video at end of run of LOD with configurable period (e.g. every 50 ancestors).
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```
Since animating models is slow, some sort of LOD is needed.
Some possible options:
1) Do not animate non-visible models
2) Reduce the update framerate for far away models
3) Only update vertices…
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```
Since animating models is slow, some sort of LOD is needed.
Some possible options:
1) Do not animate non-visible models
2) Reduce the update framerate for far away models
3) Only update vertices…
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https://community.bistudio.com/wiki/LOD
```kju - Today at 09:01
kju - 07/29/2017
A3 - Named Properties overview
https://docs.google.com/spreadsheets/d/1q9NkdflkZQjU8aHZGQU54EM1042crpdoA1lGBLHX0G…
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now that we have LOD loaded we can verify a lot easier.
One thing is that the poison automods on necromancer shields is wrong
also the lightning damage on soj is wrong... well not wrong just not…
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**Describe the bug**
Physics mod uses incorrect water colors with ocean physics(unsure what is conflicting with this)
**To Reproduce**
Turning ocean physics on makes the color of certain bodies o…
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The lods are everywhere
![2022-06-18_23 15 18](https://user-images.githubusercontent.com/107774769/174457412-931e7a95-5670-432e-9811-6a8ee983c71c.png)
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When the camera moves over a chunk boundary, the LOD for many chunks is recalculated. Currently, the code regenerates all related chunks from scratch, taking about 5 times as long as necessary.
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Torches mounted on the side of a block have LODs rendering backwards. They also start rendering when the torch in question is still in view.
Torches before LOD distance threshold:
![2024-04-19_17 …