Files
chameleon/Assets
adminandClaude Opus 4.8 8603b0d884 Divide out player scale from ConcealmentMeter baked mesh
SkinnedMeshRenderer.BakeMesh(mesh) bakes the renderer's world scale
into the vertices. SkinnedColliderBaker already accounts for this and
divides it back out, but ConcealmentMeter did not: it lifted the
already-scaled verts to world via localToWorldMatrix (scale again),
yielding scale-squared voxel positions. This threw off the embedded
broadphase box, the EmbeddedPercent computation (which now drives the
X-ray reveal) and the debug gizmos whenever PlayerScaler != 1.

Rescale the baked mesh to unit scale right after baking (no-op at
scale 1), matching the SkinnedColliderBaker convention documented in
PlayerScaler, so world = localToWorldMatrix holds on unit geometry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 13:08:22 +02:00
..
2026-06-28 13:56:58 +02:00
2026-07-01 13:07:16 +02:00