userConnacancel

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

8 Months Ago
Restore the old filter here even if e.Resume() throws
8 Months Ago
Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
8 Months Ago
FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
8 Months 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
8 Months Ago
Actually enable it
8 Months Ago
Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
8 Months Ago
Add overloads for filtering RPC recipients based on a predicate
8 Months 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
8 Months Ago
RPC in log for consistency
8 Months Ago
Better docs
8 Months Ago
Remove duplicate docs
8 Months Ago
Some fixes
8 Months Ago
Use hasvalue etc
8 Months Ago
Inverse logic (doh!)
8 Months Ago
Fix ambigious docs
8 Months Ago
this can be made private
8 Months Ago
Add single Connection overloads
8 Months Ago
Same logic for static Rpcs
8 Months Ago
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
8 Months Ago
Shorten that prop name
8 Months Ago
Ensure can't use different RPC attributes together, doesn't make sense
8 Months Ago
Add some more documentation to the other RPC attributes
8 Months Ago
🧹
8 Months Ago
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
8 Months Ago
Tiny tidyup
8 Months Ago
Fix formatting
8 Months Ago
Cull after, ensure move direct to last tx if query out of time but entries remaining
8 Months Ago
Unobsolete obsolete code Fix crash on start / gave myself more work todo Fix null reference when ball physics body is null Fix crash on AnimateIntoPocket / Fix ballhistory duplication Merge pull request #1 from Louis-Ladd/main Fix current crashes and networking issues
8 Months Ago
Restore backward compat LerpTo
8 Months Ago
Use Time.Now
8 Months Ago
Some extra docs + let's call it Query to match the other class
8 Months Ago
Some cleanup
8 Months 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
8 Months Ago
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
9 Months Ago
Serialize and Deserialize Scene properties such as Time Scale, Fixed Update Frequency, Threaded Animation... joining clients will now have correct values for the Scene. These don't replicate when changed after that though. Fixes Facepunch/sbox-issues#4483
9 Months Ago
When creating networked object from remote (networked), wrap Deserialize and NetworkSpawnRemote in CallbackBatch so that _net is initialized before OnAwake is called. Fixes Facepunch/sbox-issues#4950
9 Months Ago
Update test1.prefab
9 Months Ago
Update test1.prefab
9 Months Ago
Update test1.prefab
9 Months Ago
Test
9 Months Ago
Use StringTable.Remove instead of StringTable.Entries.Remove when removing Connection from ConnectionInfoManager. Fixes Facepunch/sbox-issues#4983
9 Months 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
9 Months Ago
Specify in documentation that NetPermission.OwnerOnly works the same as NetPermission.HostOnly for static actions.
9 Months Ago
Minor correction
9 Months Ago
Fixed reading String Table snapshot that has an entry with 0 elements throwing an exception. Instead, ByteStream.ReadArray should return null (empty span) if it has a length of 0. Added a test to prove the bug. Fixes Facepunch/sbox-issues#5357
9 Months Ago
Serialize Component FullName instead of ClassName. Fixes cases where two components with the same name exist in different namespaces, sometimes the wrong one will be serialized. Fully backwards compatible. Fixes Facepunch/sbox-issues#5331
9 Months 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
9 Months Ago
Serialize the interpolation bool with GameObject
9 Months Ago
Fix to allow interp property to be set by GameObjectHeader
9 Months Ago
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.