branchrust_reboot/main/hackweek_server_mesh_cullcancel
27 Commits over 120 Days - 0.01cph!
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
Re-enable RW on 5 meshes used by particle systems
Remove BuildMapServer test method
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build
Applied to modular car lift
Include any SkeletonProperties referenced models as well
Scan the project for animations we need on the server every build
Include magnet crane and door animations in server build
Bypass AI animations again
Bypass modular car garage animation
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)
Also include mesh stripping on Rust.Ai and Content directories
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
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