This patch is on the experimental side as I made some big modifications, but all behind the scenes with how some parts are calculated, and how the Hit-testing (how an object knows if it’s sitting on the ground or track) is performed. No changes occurred to the Project’s Save file so I can revert back to the previous version if people report problems.
My main concern is that the new method of hit-testing uses more memory. This might push some users over the limit when working with very detailed models or if working on low-spec machines.
The only obvious visual change is the wireframe mode. When editing terrain, the wireframe mode only renders the sections around the cursor. This is done in an effort to speed up the rendering times and improve editing feedback.
After the terrain is calculated and cut by track, it is joined and rendered as one large piece. This also improved the framerate a little.
Other things have been shifted around and/or delayed so less calculations are potentially performed when interacting with the screen. I have more improvements to make in this area that will come gradually in future patches.
Enjoy!
The official Change Log:
- Improved Track creation speed/feedback by delaying the creation of HitTesting objects.
- Wireframe rendering of the Terrain is limited to just around the cursor. This improves frame rates and interface feedback.
- Creation of single Mesh for Terrain that combines all Triangles into one piece to speed up rendering.
- Improved calc speed for terrain and track by preventing unnecessary things from being calculated during the mouse move.
- Improved HitTest speed for planting Objects and String Objects.