userJarryd Campicancel
branchrust_reboot/main/ore_resource_optimisationscancel

5 Commits over 31 Days - 0.01cph!

2 Months Ago
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
2 Months Ago
Don't spawn the node sparkle until the node is hit for the first time The first node hit is now considered a bonus hit so there will be no negative resource wise Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
2 Months Ago
Apply optimisations to metal and sulfur nodes
2 Months Ago
Merge from main
4 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far