branchrust_reboot/main/trimmed_asset_warmup/scene_warmupcancel
72 Commits over 30 Days - 0.10cph!
Fix RidableHorse.PreProcess NRE on client due to missing rigidbody
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes
Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
Skip loading monument prefabs for non-procedural maps
Remove another redundant mesh collider on ice sculpture
Fix issues canceling loading into servers
Fix scene lists duplicate entries in AssetSceneManifest at runtime
Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
Fix more meshes missing R/W
Fix UIDialogs not working when using asset scenes
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
Remove optimized loading from the experimental options menu
Skip UI prefabs and skip scanning for additional references in the props prefabs
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
Fix spawning world not correctly waiting for additional asset scenes to finish loading
Change log for prefabs not found in any asset scenes from error to info
Only log this in development builds - occurs in AnimationEvents for things like the wire tool
Remove redundant scene unload code in LevelManager
Remove LevelManager logs in non-development builds
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too
This avoids an extra copy of the prefab and doing extra work at runtime
Load monument prefabs if procgen needs to run on the client or server
Fix possible NRE in ExtractReferences when updating asset scenes
Mark Rowboat_LOD2 as read/write
Mark a bunch more meshes as read/write
Remove Skybox/Procedural instead, we don't use it
Remove it from the supported shaders for ReflectionProbeEx because no replacement exists for it
Remove the default Unity skybox material from asset scenes so we don't see Skybox/Procedural being used
Explicitly pull compute shaders into content.bundle
Fix running in editor with use bundles off
Hopefully fix mac path issue
Move logging to editor/development builds only
Always include SKybox/Procedural shader for ReflectionProbeEx
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
Allow setting labels to explicitly mark single meshes as read/write enabled
Clean up new loading status indicators
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
Disable read/write on a bunch of larger models that shoudln't need it
Fix issues when forceUnloadBundles is true
Remove skipAssetWarmup_crashes convar
Fix skin viewer not working (need to use GameManager to instantiate)
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
Delete BuildPrefabs (unused)
Disable using cached prefab list to build asset bundles
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
Split world spawn prefabs (monuments etc) into smaller asset scenes
Lazy load world spawn asset scenes based on what's required on the map
Unload world spawn prefabs to save memory when unloading bundles
Get rid of async asset loading from FileSystem (unused now)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
NRE fixes when camera or sky are destroyed on scene unload