userConnacancel

4,202 Commits over 1,157 Days - 0.15cph!

Today
Wrong docs
Today
Use enum for now
Today
Only enable motion if we're the owner (or we don't network bodies)
Today
Initial experiment with networked Model Physics
Today
More fixes
Today
Fixed other players not receiving chat
Today
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
Today
Enable fix unstuck again on move controller for bomb royale player
Today
Make Bomb Royale "Quick Play"
Today
Query game package MaxPlayers when creating a lobby
Today
Query pos/rot directly
Today
Current state object becomes owned by new host when current host disconnects
Today
Update bomb trace range. Player use capsule collider
Today
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Today
Independently Interpolated Transform Parts + Other Fixes (#1577)
Today
Fixed Update move
Yesterday
Namespace
Yesterday
Final touches
Yesterday
Call transformchanged in clearinterp
Yesterday
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
Yesterday
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
Yesterday
Everything in this branch - cleanup
Yesterday
Happy with this
Yesterday
Yesterday
GameTransform.FixedUpdateInterpolation (bool) (def: true)
Yesterday
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
Yesterday
Holy... have I done it?
2 Days Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Wrapped method resume will get async keyword when wrapped method has it Fix tests Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855 Rigidbody interpolation mode (def: Interpolate)
2 Days Ago
Queued msgs test
2 Days Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
2 Days Ago
Fix tests
3 Days Ago
Wrapped method resume will get async keyword when wrapped method has it
3 Days Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Merge branch 'master' into networked-model-physics
3 Days Ago
Initial experiment with networked Model Physics
3 Days Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
3 Days Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
3 Days Ago
Respawn players in lobby state too
3 Days Ago
Remove this logic
3 Days Ago
Use display name from connection Player dont collide with player (move helper will still collide)
3 Days Ago
Don't show full lobbies
3 Days Ago
Add time since last connect to prevent join spam for lobby Set launch mode to normal
3 Days Ago
Remove this log, add resources
3 Days Ago
Add post processing effects Better ragdoll + remove disease when time is up Implement Drop Random Bomb and Teleport disease effects Add break method but I think model needs updating break pieces Fixed a bunch of collision issues - pickups destroy when exploded Winner display fixes. Lobby state = paused
6 Days Ago
Add custom Move Controller as need to override some Character Controller behavior Add references in prefab instead of finding them in OnAwake. Add passable ignore layer tag for Move Controller Re-implement pause system for states Added initial Disease support with sprite. Added initial Pickup system with sprites. Better bomb collision logic(?) Use ITriggerListener (duh) can now pickup pickups Fix lives showing for empty player slots Need to make all Bombable objects Networked Objects
7 Days Ago
New project structure Move most synchronized variables to HostSync - add wrapper for HoldingBomb Only the host can call Respawn Show respawn effect at the correct position when respawning Start adding Bomb placement logic with networking Update some obsoletes Better collision logic for Player vs Bomb (I think ) Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator Make sure player stays on ground (until find a better way to do conditional collision with bomb per player) IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players Add player death logic. Start trying to implement death ragdolls
7 Days Ago
Fixes to restore some old and intended behavior, additional documentation
8 Days Ago
This shiz is confusing - try this
11 Days Ago
Test
13 Days Ago
Some interp fixes
14 Days Ago
Initial commit