4,119 Commits over 1,127 Days - 0.15cph!
Make tracer come from muzzle if proxy
Hide VM camera for other players. When setting initial comp references, include disabled as setting from OnAwake
Don't serialize view models with the scene snapshot
Finally fixes Facepunch/sbox-issues#4716 - reloading Map Instance when recompiled in Hammer
Add support for expression bodied methods for CodeGen. Fixes Facepunch/sbox-issues#5025
Add test for expression bodied CodeGen method
When joing via new instance, Project.Current is null - this can break <style> because it can't get relative path of current file. Fix that by just using absolute path in that case.
Remove unnecessary assert
Fixed MP5 view model arms, and VMs now all good
Some work on updating Pool for newer networking stuff
Host can always drop ownership of a networked object
Host can always network destroy a networked object
wasted 2 days on this, works-ish but absolutely horrific, stashing anyway
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
Determine fate of network objects when owner disconnects (#1463)
* Can specify what happens to a network object when owner disconnects - don't love the naming
* Unused usings
* Some cleanup
* DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
Might not have an active scene
Testing something but its shit, stash it though
Can specify what happens to a network object when owner disconnects - don't love the naming
Fixed Sync vars on derived component types not working
Host Sync Vars (#1462)
* NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
* 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
* Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom
* Remove redundant call
* Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
* Clarify comment
* Let's call it HostSync
* Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is
* We can always set the property if network not initialized
* Default HasControl to true for NetList/NetDictionary in-case not set
Default HasControl to true for NetList/NetDictionary in-case not set
Let's call it HostSync
Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is
We can always set the property if network not initialized
Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom
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
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
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
Allow owner transfer changing from current owner
Owner can always drop ownership
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
NetworkAccessor.SetOwnerTransfer method
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
Remove this for now, sus is later
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
Default CanSpawnObjects to true for now
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
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
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
Copy tags from GameObject for Legacy Particle System -> SceneObject
In ParticleSpriteRenderer make sure we copy over tags from the GameObject to the SceneObject
Internal ReadOnlyTagSet
Parse kv tags into ObjectEntry.Tags and use them in SceneMapLoader to set any created sceneobject tags
Copy tags from SceneObjects to MapObjectComponent GameObject
Add some default tag from Hammer, light, text, particles
Fix NRE
Set some default tags for Particle and Light and Skybox components
Better light tags
CanSpawnObjects settable only by the host