

This will populate the ModManager instance thus the modded lobby check is unecessary

LoadedServerMods will be true once all mod content has been loaded. * Check server mods are loaded and remove modded lobby check * Set mutator ids to index in loaded mutatorsĮliminates the 1 in 4.3 billion chance of collision from `GetHashCode()` and instead uses the index of the enabled mutator in the loaded mutators (which is easier to assume is unique) I haven't tested this will surefire fix the "Index outside the bounds of the array" error, but a good precaution.

Stores sorted list on the LobbySystem as a field, and ensures sort occurs once mod loading is complete by moving to to the `AfterModsLoadedPatch` Previously this sort would occur every frame, sorting only once significantly improves performance for the host, however no performance improvement for non lobby ownersĮnsure everyone sorts their vehicles when joining, and get index from `AllVehiclePrefabs()` instead for the lobby owner NuGet would not resolve the wildcard notation when building * Resolve issue with referencing BepInEx dependencies Fixes to Lobby ( #28 ) * Disallow joining modded lobbiesif no content mods are enabled
