2,846 Commits over 2,072 Days - 0.06cph!
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
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
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
Require multiple ping samples from the server before showing the ping warning screen so it is more reliable
Fix ferry stuck at dock after spawning in automatically
Update FP.Nexus
Automatically render and upload the map to the nexus at server boot
Add a convar to force reupload it just in case
Fix World.Nexus not being set in editor mode when the expected scene is already loaded
Refresh the nexus map when opening the map UI instead of in Update (was testing only)
Click on a nexus zone to show details for it (player count for now)
Mark the zone which we are currently playing on
Don't scale the zone name/details when zooming into the map
Add a button to show/hide the nexus map
Disable the nexus map when the server isn't running as a nexus
Revert System.Memory back to cs
41063 (4.5.5 -> 4.5.4)
Subtract
71684 and
71722 - troubleshooting build issue
WIP map of the nexus in GameUI
Update FP.Nexus to fix IL2CPP issues
Set up the game client's connection to the nexus API (via NexusClient)
Fill in proper zone names on the sleeping bag buttons and island transfer HUD message