Closed JaXt0r closed 2 months ago
It also happens when you deactivate every other FeatureFlag except the world mesh loading and main menu skipping.
If spawning at least VobLights, it's working. Seems like it can't handle mesh separation when there are no lights as of now:
Ok. So it's related to WorldCreator.MergeWorldChunksByLightCount --> If we have no lights, the Parallel.() calculation gets confused.
Recommendation from Thomas:
Hmm, I guess it will merge the entire world. Not sure yet why it then creates gaps. There are other metrics you could check on, such preventing a merge if the 65k vertex limit would be exceeded. You could also have arbitrary other metrics, such as only merging to a defined level in the tree (using CalculateTreeHeightAscending to check how far we are from the root).
Closed with the debug fix for now. We can reopen the ticket if it occurs again.
Different level elements are broken when loading. Setting: Only spawned Vobs.Spots, 1 NPC and the world mesh.
Affected:
Only Devs who want to disable Vobs for faster loading of the game.
Workaround:
When starting game, have at least Vobs+VobType.Light active to spawn the world correctly.