[h1]Log - 05/28/23[/h1] [i]Notes:[/i] A major (stable build) update to Virvius, The main fixes include GPU instancing and static batching which allows the Graphic Rendering to be handled in a correct way, as this improves Occlusion Culling of the game. Speaking of which, Occlusion Portals were added to movable walls and doors so the camera wont draw objects behind. It was taken into consideration to shut down moving objects in the scene when the player is out of range like enemies and pickup items, since materials were redesigned for GPU instancing, this allows for more enemies or objects of the same type and mesh to be rendered together which will increase a bit of performance. [b][h2]GAME FIXES[/h2][/b] [list] [*] Static game objects are now optimized for batching [*] Dynamic objects are now optimized for GPU Instancing. [*] Moving Objects are turned off in the background. [*] Most of unnecessary mesh colliders were removed for box colliders [*] Complete overhaul for the some weapon sounds like the shotguns and minigun [*] Each enemies has their own specific gore explosions with fixed textures [*] Fixed rotational objects and changed to shut off in the background [*] Fixed damage timing with the player. (player was invincible for more than ~1 second) [*] Fixed the player death camera. [*] Fixed Invisibility via enemy behaviors [*] Fixed Reflection probes in each level [*] Added Occlusion portals to doors and moving walls [*] Added a new griever wall mount prop [*] Optimized level objects a System Access class [*] Fixed most issues with level 6 [/list]