branchrust_reboot/main/ore_resource_optimisationscancel
5 Commits over 31 Days - 0.01cph!
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
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
Apply optimisations to metal and sulfur nodes
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