573 Commits over 2,435 Days - 0.01cph!
Sort network cell tile offsets so the closer ones queue up to be networked first
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
Merge from terrain_lower_fixes
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
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Merge from improved_network_groups
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
Merge from improved_network_groups
Fix missing text on leave clan button
Merge from tunnel_netgroup_fix_merge
Merge from tunnet_netgroup_fix
Merge from tunnel_netgroup_fix
Merge from s2p_particle_flatten_fix
Merge from tunnet_netgroup_fix
Add missing SetApplicationId call for Discord integration
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Fix truncation of entity IDs from 32->64 bits in FileStorage.Get (thanks Jexs)
This was causing artwork to disappear on some servers
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Merge from discord_sdk_1.8
Update TerrainCopyPaste to generate undo snapshots before pasting
Merge from fix_use_bundles
Editor tool to copy paste terrain sections around
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Merge from server_history_dns
Merge from steam_timeline
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Merge from httpimage_cache
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Merge from replace_parallel
Merge from httpimage_cache
Flag when textures are using an uncompressed format in the texture import analyzer tool
Set a purchase limit for general tab items so multiple cannot be purchased
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Preserve scale from blackjack screen prefabs so they don't spawn in huge
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
Merge from remove_hierarchyutil
Allow nexus.redirect with port <= 0 to infer the port from an SRV record (or default port)
Don't allow unloading the props asset scenes used by custom maps because some prefabs are needed at runtime via WorldGrid
Wait for the map file to finish uploading before allowing players to connect to the server
Before this players who connect in the first moments of the server opening would need to generate the map, so they'd load in a lot slower even though they were first to connect
More FoliageGrid null checks to try and fix errors on disconnect
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one
Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years
Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
Merge from more_worldgrid