4,179 Commits over 1,157 Days - 0.15cph!
Fix compressed modded tag not being detected due to compressed tags not having a comma
merge from main -> fix_compressed_modded_tag
Fix pool leaking items when saving authList of TC
Fix code not working outside of editor
merge from main -> qol_auth_friends_tc
Rename firedProjectiles -> trackedProjectiles inside analytics class
Fix EventRecord being submitted twice due to FireProjectile & causing pooling errors
Add warning to EventRecord to warn if the data point is submitted multiple times & generally spot pooling errors
Fix NRE in Analytics.OnItemDespawn()
Fix NRE in ServerListManager.EnqueuePings()
Fix modded tag on client not working with new compressed tags
Fix compile error from title being changed to titlePhrase
Merge from main -> qol_auth_friends_tc
Fix aggregate packets per second not being counted correctly
Fix outbound packets not counted correctly
Fix network stats not being reset at end of frame
Add inbound & outbound bytes to network profiling
Include aggregates of "packets per frame" on the server
Add EntityProfiler to track total entities spawned per frame, as well as toggle for count per prefab per frame
Merge bulk_uploader -> analytics_server_profiling
Add overload to allow EventRecord to be serialized as a completely flat object (without the Data field)
Bug fixes
Cancellation token on setting up blob
Add bulk uploading class to route high frequency data points through Blob storage rather than event hubs
- normal gameplay events still go through the web api & event hub
Switch frame profiling data to dedicated "profiling" table to avoid cluttering the "gameplay" tables
Add `analytics_bulk_upload_url` convar to designate the upload container
More basic stats
More profiler markers that are exposed in release builds
Change `analytics_enabled` to be a saved convar (to make it easier to toggle in editor)
- default to false instead of true
Rename InvokeLogger -> InvokeProfiler
Rename PacketLogger -> PacketProfiler
Serialize invoke stats in data points
Capture performance stats for every single server frame & send to azure analytics
- packets (sends, recvs, total outbound packets)
- invokes (execution time, invokes, adds / removes)
- general execution time per frame
Grab all physics stats (colliders, triggers, collisions, etc)
- figure out later how to expose it in release build
Add `dump_profiler_recorders` command to dump all ProfilerRecorder handles to disk in a .csv
Prevent pve tag from potentially being included twice if set in server.tags and server.pve
Fix `server.tags` convar not working with `pve` tag
Switch `Vis.Entities()` to iterate through `List<MLRSRocket>`
Move `AddTargetSet()` from local method to private method
Reduce random variance of `TargetScan()`
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Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
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Fix NRE in BaseViewModel.HideSightMeshes()
Fix TC showing "Clear Authoirzed List" when no players are authed on TC
Fix client compile errors
Add ability to auth friends on TC (similar to turrets)
- rename `AddSelfAuthorize()` -> `AddAuthorize()`
- both "auth self" and "auth other" use same RPC
- must assign "PickAFriend" dialog to tool cupboard entity for it to appear as an option in the radial menu
- enabled on both TC & retro TC skin
Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)
Fix hover looting clothing inside full backpack not doing anything
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Disable temp fix in unity 2021 that got rid of UI pooling for lists >1000 elements
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Prevent wall from being rotated when an explosive is attached to it (grenade, satchel, c4)
https://files.facepunch.com/jakerich/LNQthAh9I0tju90N/u5THoZxmUFpVoSSX.mp4
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Support old uncompressed tags alongside newer compressed tags
Fix storage adapters not able to be picked up when holding hammer
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
Add debris to square & triangle foundations
- debris added to all foundation wall sockets
- 1 debris added on terrain in center of foundation
https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up)
- prevents players from upgrading building block in the 10 seconds before C4 blows up
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