4,032 Commits over 1,127 Days - 0.15cph!
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Switch screen size to use Display & save some additional convars
Applied changes from code review
Add flush_anlytics command & codegen
- remove logging monuments
- flatten server info object into fields
- set encryption to -1 when null
- trim whitespace from cpu name
- refactor (and maybe fix) std_dev of frametime
- store average frametime in seconds rather than ms
Reapply removed #if CLIENT
Applied #if to disable all of gameplay analytics code to be safe
- cleanup
- manifest can disable server analytics & set it disabled on server by default
Region out gameplay analytics
Log server performance too & double check seperation between client & server stats
- Only log client performance when in server
- Reuse lists
Rearranged more stuff to be sent from main thread & fixed some fields being set twice
Added ability to disable client analytics from manifest
Added lowest & highest percentile of fps + more stats
Changed to new analytics url
Merge from main -> rust_metrics
Fix pooling error when multiple furnaces share the same loot panel
Merge from main -> rust_metrics
Fix loop typo & serialize objects as objects instead of strings
Revert codelock menu option changes
Unlocked codelocks will show "Change Code" as default option
Loop through frametimes from highest to lowest
Apply more stuff from main thread & add session id
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