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884 Commits over 1,157 Days - 0.03cph!

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
Yesterday
Query game package MaxPlayers when creating a lobby
Yesterday
Query pos/rot directly
Yesterday
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Yesterday
Independently Interpolated Transform Parts + Other Fixes (#1577)
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
Yesterday
Happy with this
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?
3 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)
3 Days Ago
Queued msgs test
3 Days Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
3 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.
8 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
15 Days Ago
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
15 Days Ago
Only query if not empty
16 Days Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
16 Days Ago
Some clearer documentation
16 Days Ago
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
16 Days Ago
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
19 Days Ago
Tidy up
19 Days Ago
Early out / cut nesting
19 Days Ago
Restore the old filter here even if e.Resume() throws
19 Days Ago
Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
19 Days Ago
FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
19 Days Ago
Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
19 Days Ago
Actually enable it
19 Days Ago
Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
20 Days Ago
Add overloads for filtering RPC recipients based on a predicate
20 Days Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject Combination of fixed update interpolator and networked interpolation buffer. Working nicely Some cleanup Some extra docs + let's call it Query to match the other class Use Time.Now Restore backward compat LerpTo Cull after, ensure move direct to last tx if query out of time but entries remaining Fix formatting Tiny tidyup
20 Days Ago
RPC in log for consistency