240,039 Commits over 3,837 Days - 2.61cph!

7 Months Ago
When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value
7 Months Ago
Removed some useless logs
7 Months Ago
Make shortcuts very obvious by including them in tooltips
7 Months Ago
Component editor
7 Months Ago
SceneTabList: middle mouse destroys scene session
7 Months Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
7 Months Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
7 Months Ago
Don't call Asset.Compile in parallel 🤦
7 Months Ago
Don't enable network GameObjects that are not enabled
7 Months Ago
player update. edited holster position for binoculars
7 Months Ago
merge from gnb_fix_mirror_fixes
7 Months Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
7 Months Ago
v_rmr resolution change 9mm bullet texture update 5.56x45 Bullet added https://files.facepunch.com/rickgreeve/305088549-03cb2be9-8e59-484e-9da9-17fb7f4a1c9a.png
7 Months Ago
merge from qol_pickafriend_color
7 Months Ago
merge from fix_pipe_tool_reconnect
7 Months Ago
merge from microphone_powerusage_fix
7 Months Ago
Fixed enemy spawner
7 Months Ago
new version of military flame thrower viewmodel fbx - mesh to setup and get started with anims - textures not final - no world models yet
7 Months Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
7 Months Ago
7 Months Ago
Automatically call ClearReflectionCache when adding / removing assembly
7 Months Ago
7 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
7 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
7 Months Ago
Allow owner transfer changing from current owner
7 Months Ago
7 Months Ago
Add icon.png
7 Months Ago
Added NodeLibrary.ClearReflectionCache()
7 Months Ago
7 Months Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
7 Months Ago
Owner can always drop ownership
7 Months Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
7 Months Ago
final alignment to the structure to match welds moonpool and beams detailed greybox
7 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
7 Months Ago
Metal roof textures Update
7 Months Ago
Documentation fixes
7 Months Ago
NetworkAccessor.SetOwnerTransfer method
7 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
7 Months Ago
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7 Months Ago
merged from keycard_color_fix
7 Months Ago
merge from wounded_map_fix
7 Months Ago
merged from workshoplightfix
7 Months Ago
merge from map_entity_load_fix
7 Months Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
7 Months Ago
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
7 Months Ago
Added an AIInformationZone to Bradley. Added move/cover AI data points. Toggle the AIInformationZone on/off with deployed status. Assign the AIZ as a virtual AIZ to Scientists when spawning them.
7 Months Ago
Merge from main
7 Months Ago
Moved NPC position a little lower to avoid floating
7 Months Ago
Tutorial NPC now looks at player when they are in range
7 Months Ago
Leaderboard backup, run #9748