3,110 Commits over 915 Days - 0.14cph!
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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Allow xmas ice high walls to be demolished too
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
Allow high walls & external gates to be demolished
- move demolish code from BuildingBlock -> StabilityEntity
- add `canBeDemolished` field
- add `demolish_seconds` convar (default 10m) to control demolish time
Add ability to put items into backpack by dragging the item onto the equipped backpack (rather than opening backpack)
Change method names so harmony mods stop disabling the feature serverside
Add `ping_estimation` convar to manually toggle ping estimation (default enabled)
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
Fix storage adapters blocking looting of boxes when looking directly at the adapters
- add support for GameTrace to ignore the type of an entity
- will still GameTrace the storage adapter if you are holding a WireTool/PipeTool
https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
Change the actual code that uses `isHoldingShift`
Pass `isHoldingShift` to Construction.Placement
Fix disabling external wall snapping (by holding shift) not working outside of the editor
Fix sleeping bag not keeping last valid position for 0.25m when placing onto building blocks (still be strict when placing onto vehicles / parented entities)
Switch asset warmup to use the existing Timing class
Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Analytics for asset warmup & prefab warmup
Fix horses occassionally being hit twice by bullets & dealing an extra +50% damage to them
- raised density to 100 = no bullet penetration
Fix ammo being dropped on the ground when unloading a weapon with a full inventory
Fix foundation not replacable under a roof
- ensure foundation can't be placed clipping into roofs
https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png
https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Fix 'Saved = true' being set for the new function
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames