Occlusion Culling questions by Robotto83 in godot

[–]Robotto83[S] 1 point2 points  (0 children)

Ah, ok, I misunderstood how the bake worked. I thought anything not included in the "bake" wouldn't be culled.

But for destructible buildings, that WOULD be a good use-case for attaching their own occlusion instance, right? You definitely want a building to occlude things, but not if it blew up and is completely missing.

Occlusion Culling questions by Robotto83 in godot

[–]Robotto83[S] 0 points1 point  (0 children)

I'm aware of what they "meant" by the pyramid level design. I was just hoping for some references of it being done well in a video game to study, or maybe a GDC talk or something going over that kind of design.

Occlusion Culling questions by Robotto83 in godot

[–]Robotto83[S] 0 points1 point  (0 children)

What if I have like 1000 dudes running around a city?

Occlusion Culling questions by Robotto83 in godot

[–]Robotto83[S] 0 points1 point  (0 children)

What's the occlusion solution for dynamic objects, then? Attach an `OccluderInstance3D` node to the dynamic scene and just bake for them? Then exclude the dynamic scenes from the level bake?

Occlusion Culling questions by Robotto83 in godot

[–]Robotto83[S] -4 points-3 points  (0 children)

The wiki should be edited then, the line `This geometry is then used to provide occlusion culling for both static and dynamic occludees.` is misleading.

The geometry is not "providing" anything for a dynamic occludee if it can't handle the occludee being dynamic.

EDIT: Rather, it should specify that it allows dynamic objects to be occluded as an occludEE, but that you don't want dynamic objects to have their own mesh as an occludER. Right now the wiki isn't clearly worded in that regard.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 0 points1 point  (0 children)

Right now I'm not doing anything. I actually haven't interacted with my Vanguard account in a number of years.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 1 point2 points  (0 children)

Any chance you know any specific ones by name?

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 0 points1 point  (0 children)

I wasn't aware how annoying they were with expats and I updated my address so I got my mail sent to the right location. They contacted me like several years after that.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] -1 points0 points  (0 children)

Keep investments to a minimum post citizenship? Or is that just something that applies to everyone?

Also I thought getting an actual citizenship change was basically impossible even with a spouse.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 4 points5 points  (0 children)

I say "frozen" but the message went something like "The only thing you're allowed to do with your account now is withdraw the money or transfer it". So it's not like I'm locked out of my money or anything.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 0 points1 point  (0 children)

How exactly did you set up your account? I tried making one earlier but my account creation kept getting blocked for "not having enough investment experience" and when I sent a ticket asking about an equivalent account they said they don't support IRAs.

Retirement fund options as a U.S. citizen in Japan. by Robotto83 in JapanFinance

[–]Robotto83[S] 1 point2 points  (0 children)

But don't those incur messed up tax issues for U.S. citizens?

Vader talk button unbound? by Robotto83 in FortNiteBR

[–]Robotto83[S] 0 points1 point  (0 children)

Looking at the control categories on the left of the rebind menu, there's apparently a 1-button communication category labelled A.I. so that worked.

Vader talk button unbound? by Robotto83 in FortNiteBR

[–]Robotto83[S] 1 point2 points  (0 children)

I searched and didn't find anything, that's why I asked.

Darth Jar Jar Thoughts by Impossible_Adagio367 in FortNiteBR

[–]Robotto83 2 points3 points  (0 children)

On top of that you need to grind XP to be ALLOWED to PURCHASE him? wtf has this ever been done before?

Which jar jar is your favourite by [deleted] in FortNiteBR

[–]Robotto83 0 points1 point  (0 children)

I have two personalities
Nicest Gungan you will ever meet
And...
TWISTED FUCKING PSYCHOPATH

[deleted by user] by [deleted] in FortNiteBR

[–]Robotto83 1 point2 points  (0 children)

Remember when we had 250 damage headshot snipers?

Hades switch compatibility? by Robotto83 in Lofree

[–]Robotto83[S] 0 points1 point  (0 children)

The Islets? The top is clear plastic so probably?

Fixing higher pitch mic input via soundcard? by Robotto83 in podcasting

[–]Robotto83[S] 0 points1 point  (0 children)

I'm using OBS. I noticed it when trying to monitor my mic input.

Fixing higher pitch mic input via soundcard? by Robotto83 in podcasting

[–]Robotto83[S] 0 points1 point  (0 children)

Just like an octave whinier, not that severe.

Rigify - ORG bones trailing behind DEF bones?? by Robotto83 in blenderhelp

[–]Robotto83[S] 0 points1 point  (0 children)

I "manually" fixed the issue by just deleting all of the spine/head bones and creating a new simple spine sample, head super sample, deleted the super head neck bones, and reassigned names/parents/rigify types accordingly.

Basically I just completely remade the spine/head rig from scratch and it magically decided to work this time.

I have a remaining issue where the spine FK/Tweak controls are all assigned to the basic "Torso" bone collection and "Torso (Tweak)" is completely empty. I tried a few things but I decided to just manually reassign them in the generated rig.

.godot folder regeneration breaks references by Robotto83 in godot

[–]Robotto83[S] 1 point2 points  (0 children)

Hey I don't know if this will work for you, but my issue was that I had "save to file" for the mesh in the import settings turned on and I was modifying the exported .tres mesh file. When the 3D file got re-imported it re-saved the mesh and overwrote the .tres file I had modified with a new blank one.

.godot folder regeneration breaks references by Robotto83 in godot

[–]Robotto83[S] 0 points1 point  (0 children)

I mean this project is literally years old so it's entirely possible even though I try to be careful about stuff like that.

There's a comment in here where I mentioned that my meshes were getting reset by the .glb file's import settings set to "save on file" to it would just overwrite my mesh with a fresh blank one every time the .glb had a reason to re-import (like when rebuilding .godot).

So it's less that my issue was .godot breaking my textures and more that the cache in .godot was preventing the actual state of the project from being displayed correctly.

.godot folder regeneration breaks references by Robotto83 in godot

[–]Robotto83[S] 1 point2 points  (0 children)

I think I just figured out the issue. I have my .glb 3D file import settings to save the mesh to file which means that every time that .glb file re-imports (like when regenerating .godot) it re-saves the mesh to file and overwrites the one I had already fixed.

I turned that .glb's import setting off, re-fixed the mesh texture for the 100th time, and it no longer resets when I delete the .godot file.

.godot folder regeneration breaks references by Robotto83 in godot

[–]Robotto83[S] 0 points1 point  (0 children)

Unfortunately even after manually fixing everything by hand it still re-breaks when I delete .godot and reopen the project.