userConnacancel

4,211 Commits over 1,157 Days - 0.15cph!

6 Hours Ago
Temp disable anything that may be desynchronizing physics values
Today
UI fixes
Today
Restructuring
Today
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
4 Days Ago
We could actually interpolate the body transforms on the client like this
5 Days Ago
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
5 Days Ago
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
5 Days Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
5 Days Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
6 Days Ago
Wrong docs
6 Days Ago
Use enum for now
6 Days Ago
Only enable motion if we're the owner (or we don't network bodies)
6 Days Ago
Initial experiment with networked Model Physics
7 Days Ago
More fixes
7 Days Ago
Fixed other players not receiving chat
7 Days Ago
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
7 Days Ago
Enable fix unstuck again on move controller for bomb royale player
7 Days Ago
Make Bomb Royale "Quick Play"
7 Days Ago
Query game package MaxPlayers when creating a lobby
7 Days Ago
Query pos/rot directly
7 Days Ago
Current state object becomes owned by new host when current host disconnects
7 Days Ago
Update bomb trace range. Player use capsule collider
7 Days Ago
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
7 Days Ago
Independently Interpolated Transform Parts + Other Fixes (#1577)
7 Days Ago
Fixed Update move
7 Days Ago
Namespace
7 Days Ago
Final touches
7 Days Ago
Call transformchanged in clearinterp
7 Days Ago
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
7 Days Ago
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
7 Days Ago
Everything in this branch - cleanup
7 Days Ago
7 Days Ago
Happy with this
7 Days Ago
GameTransform.FixedUpdateInterpolation (bool) (def: true)
7 Days Ago
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
7 Days Ago
Holy... have I done it?
8 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)
8 Days Ago
Queued msgs test
8 Days Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
8 Days Ago
Fix tests
8 Days Ago
Wrapped method resume will get async keyword when wrapped method has it
8 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
8 Days Ago
Initial experiment with networked Model Physics
9 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.
9 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.
9 Days Ago
Respawn players in lobby state too
9 Days Ago
Remove this logic
9 Days Ago
Use display name from connection Player dont collide with player (move helper will still collide)
9 Days Ago
Don't show full lobbies
9 Days Ago
Add time since last connect to prevent join spam for lobby Set launch mode to normal