You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Displacement UVs are far more sparse than they appear in-game.
I initially thought this was due to not supporting the alternative seamless texture mapping for displacements, and the accompanying seamless_scale material property, but none of the affected displacements use it.
This could either be an issue with the port of the Source SDK's displacement UV generator function, or the SDK applies a further transformation that I didn't see outside of said function.