Apologies for the lack of notice, I only just realized I had been accidentally muted. The following contributions made by mikeyh: Reworked replay_loading to support server mods in replays and saved games (first pass): - added pageSubTitle for detailed status - added gameModIdentifiers for server mods used in replay - added mods_info handler hook for community mods to load companion mods - added downloading_mod_data handler to show downloading server mods status - removed unused request_config and mod_msg_sv_ccl_set_replay_config handlers - added busy animation in connect_to_game - reworked sequence of events to support server mods in replays and saved games: -- wait for replay to fully load with server mods info -- process replay config -- wait for client to connect and send first heartbeat from replay_loading -- send mods info to client -- wait for send_mods request from client (allows client to mount missing companion mods) -- send mods to client with downloadModsFromServer -- wait for mod_data received -- send any cooked files to memory mount -- wait for memory_files_received -- generate armies -- create sim from replay -- move to playing state - added mods_info client message sent when replay is fully loaded and client sends heartbeat from replay_loading - added send_mods handler when client is ready to download server mods and any cooked files - added mod_data_received handler when server mods have been download and mounted on client Added metal spots count to planets in live game - added display of metal spots count to tooltip in planets summary - reduced size of planets summary tooltip to minimise overlap with preview - added metal spots count to planet list with localised metal tooltip - reduced height of planets list for large systems with many planets - exposed PlanetModel for modding - exposed planetThrusterString for modding Fixed look at player for spectators, minor focus issues and added right click for PIP: - fixed missing look at player for spectators - added right click show in PIP using lookAtPlayerIfKnownInPIP - changed track commander to use new track_commander handler in live game - added right click to track commander in PIP - added track_commander handler and trackCommander with optional holodeck to live game - added primary holodeck focus when handling planet clicks in live game - added primary holodeck focus when selecting sun in live game - added primary holodeck focus on commander spawn in live game - added updating of existing game options so observables can be used by mods in live game - tweaked showAlertPreview to support multiple PIPs Added additional planet info to selected system in new game lobby: - fixed and deleted old lobbyId observable in new_game - added planet radius, metal / custom metal, custom landing and custom csg in a tooltip - added planetTooltip for modding - added halleys required icon - exposed process system for modding - exposed processSystemPlayersText for modding - exposed processSystemPlayersCSS for modding - fixed editable econ rate for players - added highlight to econ rate when not 1.0 Fixed fix for can't join empty slot issue