2,815 Commits over 2,011 Days - 0.06cph!
Hopefully fix island billboards spawning close-ish to shore on some maps
Add a wip deployable trophy item
Update ferry so it can find a proper place to go to/from when transferring to zones with no island billboard
Don't put the ferry in line for the dock until it's close enough
Require more water on the area in front of the ferry dock
Query server info from a background thread to try and make it more reliable during loading stalls
Retry the server info query a few times in case it still doesn't get a response the first time
Reduce the number of sphere casts ferries usually need to do
Remove a list sort in ferry pathing
Update island positioning so it should clamp itself within ValidBounds
Adjust island prefab so the triggers don't spawn closer than expected
Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors)
Only show the warning that nexus island couldn't be found for a ferry in editor
Scale the fallback transfer destination with island spawn distance to not spawn behind them
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
Avoid passing zero vectors to Quaternion.LookRotation in ferry
Update math to determine island billboard positions so it hopefully lines up with the maps now
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
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