userJarryd Campicancel
branchrust_reboot/main/hackweek_server_mesh_cullcancel

26 Commits over 120 Days - 0.01cph!

8 Months Ago
Compile fix
8 Months Ago
Commit 2/2
8 Months 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
8 Months Ago
Merge from main
8 Months Ago
Remove BuildMapServer test method
8 Months Ago
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
8 Months Ago
Merge from main
9 Months Ago
Include any SkeletonProperties referenced models as well
9 Months Ago
Scan the project for animations we need on the server every build
9 Months Ago
Include magnet crane and door animations in server build
9 Months Ago
Merge from main
9 Months Ago
Bypass AI animations again Bypass modular car garage animation
9 Months 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)
9 Months Ago
Merge from main
9 Months Ago
Merge from main
9 Months Ago
Merge from main
1 Year Ago
Also include mesh stripping on Rust.Ai and Content directories
1 Year Ago
That's all folks
1 Year Ago
Almost done...
1 Year Ago
Even more...
1 Year Ago
More...
1 Year Ago
More...
1 Year Ago
Some more...
1 Year Ago
Uploading in multiple parts because plastic can't handle... multiple files
1 Year Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
1 Year 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