From 32657507b727ac912e529800151060b56a0d2152 Mon Sep 17 00:00:00 2001 From: chairmanpow Date: Sat, 3 Oct 2026 17:56:17 +0100 Subject: [PATCH] Revert "anim lod: a far on-screen rig parks, so a city crowd costs no per-bone work" This reverts commit d9c820ea27ed23a9587453f1410735764e673035. --- crates/benilla-app/src/creature_anim/lod.rs | 73 ++++----------------- crates/benilla-app/src/cvars.rs | 5 -- crates/benilla-app/src/video.rs | 19 ------ 3 files changed, 14 insertions(+), 83 deletions(-) diff --git a/crates/benilla-app/src/creature_anim/lod.rs b/crates/benilla-app/src/creature_anim/lod.rs index 6e595f60..c374c9d1 100644 --- a/crates/benilla-app/src/creature_anim/lod.rs +++ b/crates/benilla-app/src/creature_anim/lod.rs @@ -1,6 +1,6 @@ -//! The animation-LOD gate: a rig off the frustum, past `animLodDistance` yards, or in a room the -//! portal PVS does not reach, parks its pose evaluation ([`AnimParked`]) while its clocks run on; -//! every [`RigPose`] is covered, GameObject rigs included. The reference elects every scene object each frame +//! The animation-LOD gate: a rig off the frustum, or in a room the portal PVS does not reach, +//! parks its pose evaluation ([`AnimParked`]) while its clocks run on; every [`RigPose`] is +//! covered, GameObject rigs included. The reference elects every scene object each frame //! (`0x683dd0`): a pass-2 unit is neither drawn, animated nor event-ticked, except a //! `MORE_AUDIBLE` creature, re-linked for the tick (`0x607da0`). So a parked rig fires no event //! keys unless flagged, and wakes to the pose its absolute clock dictates (`0x714260` samples the @@ -38,16 +38,14 @@ const RADIUS_SCALE: f32 = 2.0; const RADIUS_PAD: f32 = 4.0; const FALLBACK_RADIUS: f32 = 6.0; -/// Park or wake each rig by its padded frustum sphere, its distance from the camera and its room, -/// before [`AnimationSystems`] so a wake samples the same frame. The body we drive and its mount -/// never park: the camera rides its attachment 17 and it animates faded out in first person. -/// `WOW_NO_ANIM_LOD=1` never parks, `WOW_NO_ROOM_LOD=1` drops the room leg and `animLodDistance 0` -/// drops the distance leg. +/// Park or wake each rig by its padded frustum sphere and its room, before [`AnimationSystems`] so +/// a wake samples the same frame. The body we drive and its mount never park: the camera rides its +/// attachment 17 and it animates faded out in first person. `WOW_NO_ANIM_LOD=1` never parks and +/// `WOW_NO_ROOM_LOD=1` drops the room leg. #[allow(clippy::type_complexity)] // one Bevy system's full input set pub(super) fn gate_rig_animation( time: Res