2,846 Commits over 2,072 Days - 0.06cph!
Trim binds so it's ok to have spaces between symbols like semicolons
Add meta.exec command to execute multiple other commands within a single command (useful when combined with cycled binds)
Avoid turning boat and helicopter engines off when they were on before transferring servers
Automatically run console commands from server.cfg nexus/zone variables on server boot
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Fix contacts button not showing/hiding correctly
Show demo info on the loading screen when loading a demo
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Merge from async_loading_3
Don't stomp the warmupConcurrency or preloadConcurrency values when using asyncLoadingPreset in case they were set to custom values
Disable asyncWarmup if asyncLoadingPreset is 1
Add 'Optimized Loading' to the options menu under Experimental to set asyncLoadingPreset
Add global.asyncLoadingPreset convar which saves (0 = off/default, 1 = partial, 2 = full)
Partial will enable async asset loading but keep 'Asset Warmup' on the loading screen
Full will enable async asset loading but run 'Asset Warmup' hidden in the background
Changes will only take effect when restarting the game
Change default text for options selectors from "XX XXXXXDDF FFE EFF FEE F" to "UNKNOWN"
Fix ghost "OFF" behind "ON" text on options toggles
Fix exception when spawning world finds an unknown prefab ID (logs a warning)
Change World.SpawnAsync to log and skip unknown prefab IDs like the non-async one
Always run asset warmup in the background if warmupConcurrency is > 1
However, if asyncWarmup is disabled then the loading screen will wait for it to complete
Error out of World.SpawnAsync if StringPool.Get couldn't find the asset path for the prefab
Fixes getting stuck on "spawning world" when async loading is enabled and there's some mismatch between server and client
Non-async version would error out as well in this case
Show estimated arrival times for ferries on a sign at the ferry dock
Set the default clan logo to nothing instead of the FP logo
Allow stamping the clan logo onto signs in the paint UI
Fix clan async callbacks being called before clan info was updated
Make the clan table an entity so we can press E on it to open the clan UI
Fix some wonky nameplate behavior when mixing clans and teams
Leader rank always has all permissions set so don't tell the client otherwise
Remove refresh button from logs tab, it'll auto-refresh when switching to the tab instead
Add a short pause to nexus.redirect so the loading screen can render before disconnecting
Copy libsqlite3.so to libsqlite3.so.0 during Linux server builds because Unity dllmaps it to that for some reason
Fix bug in ferry pathfinding code
Update CraggyIsland_Nexus to fix NREs on load (had references to old rocks)
Fix images not adjusting their height to remove large gaps after images
Clicking 'read full story' button will now open the Rust blog instead of Steam (as long as the post titles match)
Pull the header image from the Rust blog instead of showing the same image twice at the top
Fix links not parsing in heading etc
Make links actually clickable instead of just embedding the URL in the text (which can't even be copied)
Hopefully fix layout issue causing the text blocks in news to be so long it looks like its just cut off after the first paragraph
Stop moving/rotating the ferry if it reached its target position
Partially revert
72855 - no more querying server info from a background thread (should fix possible crash when clicking on a server)
Show zone names on the nexus map
Fade out zone names when zooming in because the details panel will show
Fix clan table notification in vitals area being the wrong size
Fix right clicking on the nexus map moving the point of interest
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