userJarryd Campicancel
branchrust_reboot/main/hackweek_server_mesh_cullcancel

26 Commits over 120 Days - 0.01cph!

16 Days Ago
Compile fix
16 Days Ago
Commit 2/2
16 Days Ago
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything Checks 4095 prefabs, takes about 10 minutes Enabled r/w on 32 meshes, test passes Commit 1/2 because of plastic
16 Days Ago
Merge from main
22 Days Ago
Remove BuildMapServer test method
23 Days Ago
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
23 Days Ago
Merge from main
42 Days Ago
Include any SkeletonProperties referenced models as well
42 Days Ago
Scan the project for animations we need on the server every build
43 Days Ago
Include magnet crane and door animations in server build
43 Days Ago
Merge from main
44 Days Ago
Bypass AI animations again Bypass modular car garage animation
44 Days Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
44 Days Ago
Merge from main
44 Days Ago
Merge from main
57 Days Ago
Merge from main
5 Months Ago
Also include mesh stripping on Rust.Ai and Content directories
5 Months Ago
That's all folks
5 Months Ago
Almost done...
5 Months Ago
Even more...
5 Months Ago
More...
5 Months Ago
More...
5 Months Ago
Some more...
5 Months Ago
Uploading in multiple parts because plastic can't handle... multiple files
5 Months Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
5 Months Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server