sunkper
sunkper
Reducing the number of ReflectionProbes helped reducing the startup loading/freeze (#14). Now to cover up the shader compile time.
Thanks for the link! I should check it out. For the record, for this project I took a simple (maybe less reliable) way: when the scene is loaded, move player...
Possible workaround: Set water shader opaque when it's viewed through the glasses. Water doesn't need to be transparent unless camera is looking at it closely. How?: - Set it opaque...
Decided to just live with it for this project.
From Qodot Discord, Shifty's comment about quick_hull errors: > re. the quick_hull error, that one's a non-issue at runtime so you don't need to worry there > the editor invokes...
I guess hack job of wiring UI strikes back! I probably would try to fix this in a few days, but I'm not sure I'll make new binaries with this...
Probably not a good thing but reduced sky's energy (as a result, less dramatic HDR effect in and out of the house and sky is pretty dim without automatic exposure)...
> Use same name? Yes, using same name for materials makes sure they share materials.
Leaning towards `won't fix`...
> Wind chime at the store side door. Tried baked animation and physics approaches but both didn't lead to satisfying result. Static for now.