2,846 Commits over 2,072 Days - 0.06cph!
Fix the nexus.transfer command taking the ferry with you when on a ferry
Stick some NoInlining attributes on some properties in the World class so Harmony can get its hooks in there
Fix scaled map coordinates having the wrong sign on one end
Initial implementation of ferry queueing at docks
Scale out of zone bounds coordinates down on the nexus map so markers shouldn't appear over the wrong zone when far in the ocean
Early exit from update if map isn't open
Improve the ferry movement animation a bit
Double the max speed of the ferry for testing
Add some debugging features to the ferry (add FERRY_DEBUG to scripting defines to enable)
Remove the layout component (again) from GameUI.Hud.Vitals
Merge commit
71034 didn't apply the removal in
70970 properly
Merge from async_loading_2 (disabled by default)
Default forceUnloadBundles to true to match current release behavior
Use old behavior for FileSystem_Warmup.GetAssetList unless running asset warmup in the background
Revert some of the changes made to the non-async asset warmup implementation
Asset warmup will no longer use async asset loading when global.warmupConcurrency <= 1
global.warmupConcurrency and global.preloadConcurrenct default to 1 so async asset loading is not used anywhere by default
global.asyncWarmup defaults to false, and will now enable running asset warmup in the background when set to true
Revert change to asset warmup's exclusion filter
Show the player position on the nexus map and make it support focusing on the player
Parse map metadata from the nexus
Automatically show details for the zone in view on the nexus map
Update import settings for libsqlite3.so to include Linux
Add global.asyncWarmup as a convar for client too
Defaults to true but when set to false it will turn off running asset warmup in the background and will add it back to the loading screen using the old logic
Will only fully work if set on the command line
Don't use async asset loading when spawning world with preloadConcurrency set to 1
Change monument unloading threshold to 24GB of RAM
Call UnloadUnusedAssets even if we don't unload monuments, just in case
Add server-only convar global.asyncWarmup to enable the async asset loader for asset warmup (default true, except on linux)
Should revert to the old logic by default on Linux to improve server boot times
Don't add an ocean margin on the nexus map images
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Fix nexus map not covering the screen when zoomed out on ultrawide
Better rendering of transparent maps
Remove the hack to fade out the borders
Fix transfer using zone keys as if they are case sensitive
Fix vehicles not disabling transfer protection immediately when they have no driver
Adjust nexus map margin size depending on map size and render scale
Multiply the map alpha on the margin so it always fades out across the margin
Replace HasFlag(Protected) with IsTransferProtected()
Fix NRE spam when running client+server and a NexusIsland spawns
Don't run the preprocess step on the client unless the loading screen is open to avoid stuttering
Actually fix asset warmup exiting before preprocess is called for all the assets
Reduce the frequency of asset warmup messages being printed in the server log
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
Exclude assets/scenes/prefabs/ and assets/content/structures/ from asset warmup since they would be required when spawning the world