4,032 Commits over 1,127 Days - 0.15cph!
Iniital fixes after code review
Refactor aggregate methods
Log aggregate blueprint counts for online players every 1hr
Log aggregate entity count for server every 1hr
Log player positions every 1 min
Merge from main -> gameplay_metrics
Developers can use all skins outside of the editor with "client.unlock_all_skins"
Fix minicopter blocking building of walls & doors underneath by raiding building blocked volume by 0.3m
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Log warning instead of exception incase it kicks people off the server as they connect
Add "authradius {radius} [user]" & deauthradius (same arguments) commands to auth onto tcs & turrets in a radius
Refactor List<PlayerNameId> to HashSet<ulong>
Add "IAuthorizeEntity" interface and apply to TC & Turret
Fixed computer station UI missing scaling component
Show the changeset in the server browser when on staging and the changeset doesnt match the client version
Add changeset to server tags "cs{changeset}"
Pool MemoryStream when serializing, only log json of events in the editor
Log when entities are repaired with a hammer, log the materials used in the repair bench
Move helper methods to seperate .cs file
Only submit stats from official servers
Change quarry to aggregate item amounts & add OnNPCVendor implementation
Use seperate interval for performance on server (1 min)
Merge from main -> gameplay_metrics
Test setting affinity manually for 7950x3d & set process priority to high
Fixed items being dropped in world instead of destroyed
Fix analytics error in editor
Only destroy 50% of loot when a vending machine is destroyed
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Logged missions, underwater crates, buying vehicles & horses, gambling
Enable server performance metrics
Log projectile hits as well as misses
Move AzureWebInterface to new .cs file
Remove LINQ calls from IsAuthed()
Merge from main -> gameplay_analytics
Finish implementation of sending total aggregate of entities & items across server
Give each event its own guid
Typo on indexes & added damage_type to damage log
Add indexes to sqlite table for user wipe ids
Log dropped items, picked up, demolish, dropped explosives, codelocks picked up & fixes
Log monument of all gathered items with an entity, label junkpile & water junkpile spawngroup categories, fix growableentity not logging
SpawnGroup will try to find its monument when Awake() is called, can set "category" to manually set monument / loot source
Add wipe id to every server data point & send server info when server starts up
Log when a player's wipeid is initially set & move some of the aggregate functions to a seperate .cs file
Don't log events unless AnalyticsSecret is set
Save respawnid of player on server to persist across restarts
Custom json serialization to avoid GC hell
Fix some events having the wrong id, fix analytics db having wrong table name, add missing antihack violations, log upkeep consumption, upgrade cost
Log bulk item changes (furnaces, minicopter fuel, etc) by sum amounts and sending every 1 min per entity type
Log making beds & campers public / private