Dev Log Update 1
Progress continues across FTEVCS and the DeuzearCCX Website.
This cycle focused on stronger file handling, cleaner upload flows, improved merge-request tooling, better server visibility, and a smoother overall user experience.
FTEVCS: Batch uploads are now supported with configurable parallelism and limits, helping large file sets upload more efficiently without overwhelming the system.
Workspace handling was refactored, UI workflows were tightened, and the asset-chunking routine was rewritten for better speed, flexibility, and long-term scalability.
Directory scanning was also improved by replacing the previous async routine with a synchronous implementation wrapped in an isolate. This helps reduce race conditions while improving throughput during heavier workloads.
On the UI side, notification dismissal timers were added, transitions were polished, and large asset chunk support was expanded. Chunk-size configuration is now optional, giving developers more control over how assets are split and processed.
DeuzearCCX Website: Image preview support was added, making uploaded assets easier to review at a glance.
File-chunking logic was streamlined for better performance, while merge-request handling received a major upgrade with SSH signing, custom request-header support, and key generation.
A new server-info API was introduced alongside UI and database support for server notices, making it easier to surface important server-side information when needed.
Project-name support was added for merge requests, and the query API was expanded for more flexible data retrieval.
A WebAuthn-based provenance sign-off flow was also implemented, adding a stronger trust layer for verified sign-offs and admin workflows.
Next Goals we are aiming... Next up is improving the ZFS-inspired file system for the DeuzearCCX Server, with a focus on smarter storage behavior and better check-in performance.
Dynamic chunking is planned to help increase IOPS and throughput during check-ins.
Check-in hash type support is also being expanded so the client can define the hash type while the server follows, tracks, and hard-locks it after repository or check-in commit creation.
The moving forward plan is clear: faster uploads, smarter chunking, stronger integrity, and a check-in pipeline that feels reliable from the inside out.
One build at a time. ⚙️
#DevLog #BuildInPublic #SoftwareDevelopment #DeveloperTools #VersionControl #FileSystems #WebAuthn #TechUpdate
Studio Update:
The Furr-Tec Avatar SDK is making strong progress. Full avatar uploads are now being tested internally, with controlled rollout waves coming soon.
FTA accounts, Unity 6000.6.a5 support, KTX2 textures, and DeuzearCCX are all moving forward.
#FurrTec#GameDev
🚀 Dev Update
Our first major prototype is now in production with faster load times.
Testing DirectStorage in Unity shows big gains:
⏳ ~7.5s ➜ ⚡ ~6.1s
📈 ~15 MB/s ➜ ~530 MB/s
Avatar SDK testing has started, and a playable build is coming soon 👀
#GameDev#Unity
🚨 Unite 2025 Call for Proposals is LIVE! 🚨
Want to be on-stage at Unite? This November, we’re heading back to Barcelona and we’re looking for Made with Unity creators and Unity experts to speak! Submit by June 3 to be considered.
Apply now 👉 https://t.co/c6CumaLjip
#Unite2025 #GameDev #MadeWithUnity
We’re tracking a Vulkan rendering freeze in Standalone mode & need your help! If you’re experiencing crashes/freezes, check our latest post for testing instructions & log submissions.
u can grab the latest update from our steam page!
Super Excited To Announce My New Position As Director Of Marketing For @FurrTec
What Is Furr-Tec You Ask? A Studio Dedicated To Producing High Quality Games With an Anthro Focus!~
So Excited To See Where This Path Takes Me!~
Terraria developer Re-Logic condemns Unity, donates $100k to rival open-source engines Godot and FNA
The studio hopes that supporting other open-source engines will provide a spark of hope in an "otherwise dark moment"
https://t.co/Q1tlqsIB92