3,329 Commits over 2,710 Days - 0.05cph!
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
Merge from prefab_hierarchy_flatten
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Prototype Rust+ camera that renders real models, textures, etc. withn the app
Editor tooling exports mobile-friendly assets for uploading to our CDN
Improvements on top of those fixes to bring the object count back down to where it was before
Merge from prefab_hierarchy_flatten
Also flatten entities nested within prefabs for consistency
Fixes to allow flattening inside of entity prefabs
Refactor how files (paintings, cassettes, etc) are keyed internally
Fixes signs with the same contents (uploadsign) being cleared unexpectedly
Remove support for direct connections to the Rust+ websocket, not used anymore
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Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Fix distance flares getting (permanently?) stuck off sometimes
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default)
Fix some edge cases in the hierarchy flattening logic
Auto adjust jobs thread count when changing CPU affinity
LightGroupAtTime optimization pass
Merge from grid_optimizations
Grid optimizations
* Replace Stopwatch.Elapsed.TotalMilliseconds usages with a wrapper around Stopwatch.GetTimestamp()
* LODGrid and WorldGrid more accurately track which cells to refresh based on camera movement
* RendererGrid now tracks dirty cells instead of polling all for changes
Replace the protobuf code generator exe in the repo
The external bat/sh files will use the included csproj to build and run the same protobuf code the editor uses
You'll need .NET SDK 8 or newer installed for it to run
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Add support for clearing Rust+ auth to smart entities from in game
Fix benchmarks not bypassing fps.limitInBackground
Fix never removing anything added to TriggerBase._allTriggerBase
Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc)
Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
Automatically upload item icons to CDN when exporting them for Rust+
Merge from rustplus_custom_monument_markers
Send custom monument marker names to Rust+ properly
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Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
Add support for Rust+ to kick players from our team (or yourself to leave the team)
Also fixes a couple unrelated bugs
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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