6,973 Commits over 2,741 Days - 0.11cph!
Replace HttpImage with inline image loading logic to handle loading/missing states better
Add tab buttons so the map can be switched between nexus and server maps
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Exclude assets/scenes/prefabs/ and assets/content/structures/ from asset warmup since they would be required when spawning the world
Dynamically adjust the frame budget for asset warmup depending on if the loading screen is open
Split convars so global.warmupConcurrency will only affect asset warmup (and halved it)
Merge from async_loading for some testing
Disable unloading the monument bundle when the client has 16GB or more RAM for faster server joins the second time around
Set global.forceUnloadBundles to true if you want them unloaded anyway
Also fixes the server not unloading the bundle on this branch
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Reduce asset warmup spam in server log
Fix asset warmup not actually running for non-poolable assets
Sort the asset list before starting async loading
Run asset warmup with a higher priority for poolable assets so prewarming the pools doesn't need to wait as much
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Cherry pick 6831, 6830, 6818, 6759, 6758, 6745 (server bug fixes)
Fix asset warmup loading but not preprocessing the last few prefabs in the list
Max out backgroundLoadingPriority for dedicated servers since they have no load screen
Start asset warmup in the background as soon as the main menu is ready
Run asset warmup in the background with a relatively low frame budget
Prioritize loading prefabs needed to spawn the world when loading
Automatically adjust backgroundLoadingPriority when the loading screen is shown/hidden
Load prefabs in the background while spawning world
Preprocess prefabs on the main thread while loading continues in the background
Implement AssetDatabase backend
Experimenting with async loading things from bundles
Rename NewAssembly to Rust.FileSystem
Remove UpdateFullFlag call from BaseVehicle.PlayerMounted and PlayerDismounted (redundant after previous changes)
Call UpdateFullFlag when adding or removing modules from a modular car as well
Call UpdateFullFlag for the vehicle when a BaseMountable is mounted or dismounted
This was already the intention but BaseVehicle's PlayerMounted and PlayerDismounted are not called when restoring mounts from a save
Unparent entities which are not a part of the transfer so they don't get killed when the transfer succeeds
Don't allow mount/dismount when the entity is being transferred
Fix island billboards rendering on the wrong side of the map (or in the terrain) when the draw distance is low
Add an option to MapImageRenderer to render maps with alpha
Area covered by ocean margin will fade to transparent when rendering with alpha
Render maps with alpha when uploading to the nexus
Fix outline around the island billboards in certain lighting
Increase the size of island billboards so they are a bit easier to see
Possible fix for server NRE when handling ping responses from other zones
Eject all inactive entities from the ferry when departing so ferries can't accumulate junk
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