250,896 Commits over 3,959 Days - 2.64cph!
Initial branch commit for dedi server message routing
* Try to synchronize Connection State through ConnectionInfo where possible
* Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists
* TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well
* For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
Serialize TargetMessage flags as byte
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
Test logs
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
Remove this log
Remove unusued code
Add NetTransmission flag support when using SendMessage via Steam Sockets
Don't forget to add arg to header
Clearer docs here, only log warning if networking debug is enabled here
Some tidy up here
Reset local connection state to Unconnected when closing network system - some debug log for other machine
Close these connections
Remove this log
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
This bit isn't needed actually
Test boot back to main menu
Properly get when disconnected
Update: Symlink assetbundles on test player build
Tests: ran the test, validated that they got symlinked to expected path (but there are other issues, investigating)
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
Fix FindItemsThatStartWith
Sort recents properly
Display "Everything" / "Recents" in address bar when those are active
Show asset name if only deleting one asset
https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
Show file name + extension
Use project root path as root for asset browser stuff
Hide hidden files & folders
Icons for assets, code, libraries, exports, localization, projectsettings folders
https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png
Hide .sbox folder
Open non-asset files (e.g. .cs files) when double clicked too
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added
Rebase fixes
Fix warnings
Add [Feature] [FeatureEnabled] attributes
* Fix SegmentedControl not sizing for icon inclusion
* ParticleEffect uses new editor https://files.facepunch.com/9f138671-392a-4d4c-b325-cc18853447a0.png
* Component tints https://files.facepunch.com/1ba817d3-528d-4444-a05a-a02e872f3fc7.png
Ensure ride horse shows up higher in menu before towing options
Create the page on open, instead of creating them all at once
Add [Feature] [FeatureEnabled] attributes
Fix SegmentedControl not sizing for icon inclusion
Add FeatureTabWidget
ParticleEffect uses new editor https://files.facepunch.com/9f138671-392a-4d4c-b325-cc18853447a0.png
Feature tabs remember their state
Explicit difference between identifier and title
Component tints https://files.facepunch.com/1ba817d3-528d-4444-a05a-a02e872f3fc7.png
Prevent MapInstance on clients from binning received network objects, Facepunch/sbox-issues#6669
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
flashbang and decoy updated in game resource
flashbang and decoy model implementation
pivot work on battering ram wheel
BC: separated origin adjustments between crawling and incapacitated wounded states
- stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
battering ram shell temp preview
Update: Sneak in console cmds via command line
Need a better way in the future, but for now this should allow to control test conditions.
Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Merge from ai_wolf_iteration
Merge: from main
Tests: none
Merge: from main
Tests: none
Added Ballista item and constructable prefabs
Allow setting BindingSurface.ActionGraph
merge from main/Halloween24
Merge: from profiling_improvements
Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics.
Tests: Rode a horse on Craggy and checked profiler for changes
BC: handling null player properly in teleport check (player preview)
Merge: from main
Tests: none
Merge from ai_wolf_iteration
Fix wolf slowing down before jumping on foundation
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
IsAssignableToExtended thread safety
Fix NRE in SceneEditorSession.Resolve when an unsaved scene/prefab session is open, Facepunch/sbox-issues#6594
Fix for several item names when rendering unapproved skins.
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We can expose some stuff here, so that even if people aren't using built in stuff, they can still use some of the logic
Add icons to component header context menu
Move component enabled checkbox back to left
Leaderboard backup, run #
14909
Reduce ducked height slightly
Fix NRE in CreateLobbyAsync @solwllms
Add Landing/FallDamage outputs to BodyController
Add useful CreateRagdoll to BodyController
Completely remove PlayerController
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound.
Updated gesture assets with new icons.
Merge from set-layer-tool