2,408 Commits over 2,649 Days - 0.04cph!
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
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
Progress on showing nexuses on the new menu, this time without the separate tab
Fixed nexus player authentication that's been broken since moving the backend endpoint
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
Don't fail server boot if world.cfg is an empty string
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
Fix map_image_url and level_url being shared when the map is disabled or fog of war is enabled
Block sending Rust+ the map in that case too
Fix load screen hiding for passengers a bit too long before the driver loads in
Block ticks, RPCs, and interactions from players while they are still transfer protected
Probably fix passenger desync when flying a scrap heli to another server
Update CraggyIsland_Nexus scene
Fix nexus.redirect not working properly after switching menu scene to load async
Fix disconnect callback not running when being redirected to another server during nexus auth
Add in missing null check in InspectUids
Updated protobuf codegen executables
Update default nexus endpoint
Fix clan leaderboard never refreshing after it loads once
Show that the clan system is disabled when trying to interact with a clan table
Update clan.info command to accept steamIDs in addition to clanIDs
Add an option to disable showing clan tags on nameplates
Stop sending map seed to Rust+
Remove map seed from level URL and map image URL
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Stop sending vending machine and event map markers (cargo, heli, travelling vendor) to Rust+
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706
Merge from rustplus_camera_fixes
Replace entity ID randomization with a randomized offset
Make entityId required for consistency with app
Server side raycast jitter
Merge from rustplus_camera_fixes
Double camera renderer resolution, no impact on server perf because it does the same raycasts per sec
Burst compile these jobs in builds, shouldn't have issues with it anymore
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view
Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
Merge from rustplus_camera_fixes
Don't randomize entity IDs for trees, keep randomizing others
Stop messing with player raycast results because the app can deal with it