3,110 Commits over 915 Days - 0.14cph!
Disable networkCache for codeLocks to avoid "pooling errors"
Attempt to fix ModularCarGarage.FixedUpdate NRE
Grab hardware info on main thread & fix analytics not sending on client
Also destroy sleeping bag markers when destroying vending machine markers & destroy markers sooner
Splitting uploader to be client or server
Merge from main -> rust_metrics
Fix sleeping bag clusters not showing
Merge from main -> map_optimize
Fix entity menu options only sorting when codelock was attached
Only show "Unlock" as default option if player is authed on TC
Fixed corpse backpacks not using item based despawning
Attempt #3 to fix building plan lag by storing type in field rather than using GetType()
Attempt to fix building plan lag by keeping all equality checks in C# land
Split client & server metrics + compile fixes
Added more graphics settings
Include every graphics setting
Base of client & gameplay analytics
Allow cloning of food (corn, pumpkins, potatos) at a slightly earlier stage
Change "Lower to bottom floor" to "Top Floor" / "Bottom Floor" & make it the default option for elevators
Dropped item containers (not corpse backpacks) will always take 2 hours to despawn regardless of contents
Added "itemdespawn_container_scale" convar which defaults to 2
Don't spawn fireballs when minicopter / scrap heli dies to decay
Fixed search for auto turret authorize reseting after each player is clicked
Also show "you died first" if you are wounded
Door shows "Unlock" as default option when you don't have the code
Codelock networks when you have entered the code
Phrases
Wait 6 seconds before showing markers on the map, to avoid lag spike on death
Use HashSet for deathmarker clusters as well
Merge from main -> map_optimize
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Merge from main -> cached_server_browser
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Add "Server_Event_Tips" convar to disable clientside notifications when server events happen
Add profiling & use HashSet rather than List when building vending machine clusters
Fix ability to split stacks / move items when a container is locked
Add "spawngrid <prefab> <width> <height> <spacing>" command
Increase netting trigger size so it works on stone wall frames as well
Add "creative.nocost" convar to place deployables and building blocks for free
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
Switch F1 menu to pixel scaling when it goes below 1080p
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
Scene2Prefab on quarry monuments
Quarry & pumpjack now 2 minute / diesel
Scene2Prefab
Hopefully fix harmony hotloading once and for all
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Hide codelock on vehicle lift loot panel when in streamer mode
Added optional argument "unlockall <userid>" to specify target player
Attempt to fix harmony failing to resolve DLLs on disk
Set normal quarry rates
40min / diesel
50HQM OR 5k stone & 1k metal ore OR 1k sulfur ore / diesel
Pumpjack
15min / diesel
60 crude & 170 lfg / diesel
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Mining quarry will give items over time rather than dump them all at once