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2024 started with final collision passes to find and fix all the collision issues and I learned more about the tricky things related to bullet collision and impact VFX. There were the decal final pass, the roughness mask final pass, the mesh polygon optimization, the lightmap final pass, the sky dome final pass, the global masks final pass, the final lighting pass, the final postfx pass, etc.. I learned there is a reflection capture issue requires a manual update after a building of the lighting. Also spent weeks doing performance optimization, fixing lighting glitches and performance issue for lifts. Found a workaround for an interesting bug of the UT lift. The draw call cost was too much viewing from some positions so there were weeks spent on instancing meshes while figuring out how bullet collision can work (it can only work when you use the proper parent class). I also managed to improve the bot behavior in this map a bit by tweaking item desirability and adding wall dodge points. The rest were testing compatibility for all the game modes worth to be checked, and tweaked the speculator cameras. One thing worth to mention at the end, the map is now 390MB, almost 200MB less than what it was at the peak in May 2022.