2,352 Commits over 2,588 Days - 0.04cph!
Disable line limit on the clan announcement input and let the backend limit it instead
Make it so it strips the linebreaks instead of entire lines of text
Fix some slowess with editing large text inputs, hopefully doesn't break some emoji stuff though
Fix clan leaderboard never refreshing
Probably fix clan announcement truncating to 2048 despite everything else allowing more
Don't auto select all when clicking on rank name to edit
Missing clan map material change
Enable clan system by default, except in hardcore
Use save version number for the clan DB file so that a new one is created with wipes instead of persisting
Fix BuildActionResult NREs hopefully
Don't add clan score events for players killing themselves
Clan table map shader tweaks (alpha cutout, multiply albedo instead of mixing by alpha)
Replace ClanManager callbacks with UniTask (mostly)
Add a streaming controller to the sign painting UI so unity loads higher detail textures for the model when painting clan logos
Move a few clan testing commands out of editor only (server admin required)
Don't include clan logo in every clan action response
Change SteamClientWrapper.GetAvatarTexture to return the Rust logo for streamer mode or as a fallback instead of null
Fixes clan UI showing real avatars when streamer mode is enabled
Auto close the clan member details panel on tab change or clan UI close
Show character budgets for clan announcement and player notes
Filter clan names on the leaderboard
Allow clan members to view score events in the default member role
Disable rich text and escape characters in a bunch of places
More helpful error messages for invalid text given as clan name, rank name, and player notes
Fix disbanding clans showing up on the leaderboard
Stop WaterSystem from making the scene view continuously render for no reason
You can enable Always Refresh in the scene view if you want it back
Merge from clan_tab_refresh_button
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Mark a few more clan UI methods as UnityEvents
Merge from prop_assetscene_split
Split the props asset scene into two, one for commonly used prefabs and one for the rest
Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Collect analytics on what prefabs from the props asset scene are being used so that we can optimize how they are bundled to reduce memory usage and load time
Merge from terrain_lowering_nms_large_cave
Re-bake missile silo heightmap to workaround AddToHeightMap issue
Merge from terrain_lowering_nms_large_cave
Adjust monument nav mesh bounds for NMS and military tunnels to fix AI not navigating on the surface
Merge from terrain_lowering_nms_large_cave
Enable terrain lowering on nuclear missile silo and large cave sewers
Cherry pick
147457 (asset scene build optimizations)
Don't set process affinity in editor if running batch mode
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
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
Bake before loweing terrain in holes (commented out for now due to a bug)
Military tunnel s2p for updated terrain lowering
Launch site s2p for updated terrain lowering
Don't lower terrain on the edges of holes
Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
Merge from heightmap_bake_fix
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