Maybe by the end of today or tomorrow.
Ever want to know your real average playtime that isn’t affected by people joining and leaving seconds later (whether it be due to server hopping, connection issues, etc)? I’ve included a trimmed average stat in the GUI that ignores outliers:
Protip: cumulative*
Whew. The biggie is out of the way: The same error across multiple clients is now combined into one:
Still on track to publish it today? This could come in handy with a plethora of problems I seem to be having all of a sudden.
I’ll publish tonight just because there aren’t any issues that make it unusable, but you may not see some of the features/fixes I have planned until later. I think I’ll publish it as a (public) MainModule so that way users can opt in to automatic updates, but also have the ability to opt out in case they’re not a fan of someone being able to remotely update things in their game.
This might expand before tonight, but this is the current game plan (I’m not sure where I’ll be by release):
(FYI stack traces aren’t specifically wrong, but they have unrelated stuff tacked on sometimes)
With the update to stack traces, not only is unrelated stuff being included fixed, but it’s also smart enough to group stack traces, hide duplicates, and show different ones (it used to hide duplicate messages regardless, which meant if you had two different stack traces, but they shared one or more lines, those lines would be omitted from the second stack trace):
u the realest
This is so useful for debugging client-side errors which I can not replicate!
wow this is really useful, glad it got bumped
Goodbye f9!
Looks like I will be using this from now on
Works great, what would be even cooler is if it had the ability to connect it to a webhook and get all server/client logs there.
I think adding that would motivate people too much to use it in conjunction with Discord, so that seems like a bad idea. (Discord webhooks are not intended for event logging, it’s against their TOS)
Or something like trello would work even.
Trello is also not meant for logging…
If you’d really like to go the external route I suggest using something that is purpose built for error logging, such as Sentry. You should ensure that any service you are using for logging allows it in their terms of service, otherwise you will have problems.
Agreed, I think Discord/Roblox only recently allowed you to use the webhook in-game.
If people begin using it for logging (as stated, against TOS) then they may block the webhook again / whatever they did before.
I prefer being able to rely on the actual Discord webhook than proxies.
I think I’m missing something incredibly basic, but how do you set this up to make it start working?
Edit: Nevermind I’m an absolute idiot haha
Awesome, this will come in handy.