3,319 Commits over 2,710 Days - 0.05cph!
Refactor how files (paintings, cassettes, etc) are keyed internally
Fixes signs with the same contents (uploadsign) being cleared unexpectedly
Remove support for direct connections to the Rust+ websocket, not used anymore
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Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Fix distance flares getting (permanently?) stuck off sometimes
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default)
Fix some edge cases in the hierarchy flattening logic
Auto adjust jobs thread count when changing CPU affinity
LightGroupAtTime optimization pass
Merge from grid_optimizations
Grid optimizations
* Replace Stopwatch.Elapsed.TotalMilliseconds usages with a wrapper around Stopwatch.GetTimestamp()
* LODGrid and WorldGrid more accurately track which cells to refresh based on camera movement
* RendererGrid now tracks dirty cells instead of polling all for changes
Replace the protobuf code generator exe in the repo
The external bat/sh files will use the included csproj to build and run the same protobuf code the editor uses
You'll need .NET SDK 8 or newer installed for it to run
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Add support for clearing Rust+ auth to smart entities from in game
Fix benchmarks not bypassing fps.limitInBackground
Fix never removing anything added to TriggerBase._allTriggerBase
Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc)
Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
Automatically upload item icons to CDN when exporting them for Rust+
Merge from rustplus_custom_monument_markers
Send custom monument marker names to Rust+ properly
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Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
Add support for Rust+ to kick players from our team (or yourself to leave the team)
Also fixes a couple unrelated bugs
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Update FP.Nexus (prefer AssignedZoneKey over ConnectZoneKey for player client)
Tag servers with nexus enabled with `nexuszone` (`^x`)
Hide zone servers from the server list (disable with nexus.hideZones)
Expose nexus info in A2S rules response when nexus is enabled
Fix map button not enabling on the connect modal for the nexus path
Fix nexus map squishing after those changes
Nexus connect modal fixes
Fix MaxPlayers being wrong after my changes
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things
Depends on entity bounds which should be correct (hopefully always)
Ferry reliability improvements:
* Prefer online, not full zones on its schedule
* Retire ferries if they have no valid server to go to anymore
* Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip
* Fixed a few bugs with the ferry terminal's ETA signs
* Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
Add nexus.hideFullIslands to automatically disable transferring to islands the server knows is full
Automatically skip queue for players who just transferrred to the server
Transfer protection only lasts a few minutes which would be eaten up by a queue, causing flying helicopters to crash and other vehicles to become lootable
Include basic nexus info in analytics
Allow viewing maps for each zone/server in the nexus too if it is set
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal