userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

7 Months Ago
Make Bomb Royale "Quick Play"
7 Months Ago
Query game package MaxPlayers when creating a lobby
7 Months Ago
Query pos/rot directly
7 Months Ago
Current state object becomes owned by new host when current host disconnects
7 Months Ago
Update bomb trace range. Player use capsule collider
7 Months Ago
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
7 Months Ago
Independently Interpolated Transform Parts + Other Fixes (#1577)
7 Months Ago
Fixed Update move
7 Months Ago
Namespace
7 Months Ago
Final touches
7 Months Ago
Call transformchanged in clearinterp
7 Months Ago
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
7 Months Ago
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
7 Months Ago
Everything in this branch - cleanup
7 Months Ago
7 Months Ago
Happy with this
7 Months Ago
GameTransform.FixedUpdateInterpolation (bool) (def: true)
7 Months Ago
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
7 Months Ago
Holy... have I done it?
7 Months 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)
7 Months Ago
Queued msgs test
7 Months Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
7 Months Ago
Fix tests
7 Months Ago
Wrapped method resume will get async keyword when wrapped method has it
7 Months 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
7 Months Ago
Initial experiment with networked Model Physics
7 Months 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.
7 Months 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.
7 Months Ago
Respawn players in lobby state too
7 Months Ago
Remove this logic
7 Months Ago
Use display name from connection Player dont collide with player (move helper will still collide)
7 Months Ago
Don't show full lobbies
7 Months Ago
Add time since last connect to prevent join spam for lobby Set launch mode to normal
7 Months Ago
Remove this log, add resources
7 Months 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
8 Months 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
8 Months 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
8 Months Ago
Fixes to restore some old and intended behavior, additional documentation
8 Months Ago
This shiz is confusing - try this
8 Months Ago
Test
8 Months Ago
Some interp fixes
8 Months Ago
Initial commit
8 Months Ago
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
8 Months Ago
Only query if not empty
8 Months Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
8 Months Ago
Some clearer documentation
8 Months 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
8 Months 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
8 Months Ago
Tidy up
8 Months Ago
Early out / cut nesting