146 Commits over 485 Days - 0.01cph!
merge rust_relay_server -> main
merge main -> rust_relay_server
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
fixed skinned mesh on prefab exporter
Removed obselete ServerSubscriptions feature
ensure fake players queue is cleared on shutdown
merge rust_relay_server -> main
resolved NRE when Server saves before Nav is ready, removed duplicate save before attempt restart
merge main -> rust_relay_server
merge rust_relay_server -> main
added ping to socket to attempt to keep the socket connection alive during low load
merge rust_relay_server -> main
Added addtional details to RustRelay socket resets
merge rust_relay_server -> main
Add additional details to websocket connection url
merge rust_relay_server -> main
removed duplicated startup logic
merge rust_relay_server -> main
merge main -> rust_relay_server + codegen
merge main -> rust_relay_server
added RustRelay reconnect feature, tweaked GLB export
Added better null checking for safer failover
merge rust_relay_server -> main
merge main -> rust_relay_server
ensure position updates are networked to fake player
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
merge rust_relay_server -> main
merge main -> rust_relay_server
ensure fake player exists and is active (not just enabled) in HasSubscribers
merge rust_relay_server -> main
merge main -> rust_relay_server
Ensure FakePlayer at net startup and server occlusion tweak
set fake player to default to false
merge rust_relay_server -> main
merge main -> rust_relay_server
fixed another NRE in FakePlayer occlusion
merge rust_relay_server -> main (NRE Hotfix)
resolved NRE in BasePlayer::SendEntityUpdates
merge rust_relay_server -> main
merge main -> rust_relay_server
removed unneeded stuff for FakePlayer
merge main -> rust_relay_server
FakePlayer improvements + Test fixes
Addressing Rust Relay packet de-duping
merge rust_relay_server -> main