4,766 Commits over 1,371 Days - 0.14cph!
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
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
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
Don't create a player if we're the dedicated server
Added interp_debug ConVar and simple representation using sphere gizmos (white is the current interpolated position, cyan is the target position)
Added Show Interpolation Debug options to debugging menu and Game Debug context menus. Fixed toggle not working for Show Physics Debug in Debug menu (use ConsoleSystem.GetValueInt)
Fix Molotov not spawning fire nodes. When a node is extinguished, give some time for its particle emitters to die nicely. Add new fire effects stolen and tweaked from Walker.
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
Fixed query mode Sync vars
Add basic selectable tree model, fix hover outline showing on already selected item
Mark procedurally added outline comp as NotSaved, NotNetworked
Some test maps plus repro case for weird nav
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
Add some placeholder assets for testing. Add CursorController + some cursor types.
Fix error in OnChangePropertySet if the new value is null
Cleanup. Add test aoe_damage ability. Network selected ability (for when targeting)
Separate overloads for different activation types
For PlayerState selection process, check with Hero if we wanna override it. Implement selection of location or target for selected ability - find closest point on nav mesh when selecting a location for AoE stuff
Added AbilityType, IAbilityUser, BaseAbility and AbilityResource. Foundations for abilities/skills
Add HealAbility and able to use abilities in slot by Q,W,E,R. Still need to do target / AoE ability (selection).
Interpolate pan, move center on hero logic to camera
Add basic edge panning to the camera. Need to add a way to detect if mouse is outside of the game view when in editor
ToArray() for GetAll<> so can destroy components inside the loop
Add OutlineWhenHovered and OutlineWhenSelected components
Change ISelectable to a Component - auto create the trigger if none specified. Add Selectable.ISelectionListener
Auto find Selectable if not specified
I think this is a better system - added listeners for Hover/Unhover for selectables as well. Sync player's AimRay. Now can have components that show an outline or something when item is hovered
Added ISelectableEvent
Add CameraController, add IHeroEvent. Center on Hero when first spawned.
Oops Hero prefab selector needs selectable tag
Some cleanup. Auto select Hero on start. Don't love this first iteration of selection
Add ISelectable and basic selection
Improvements to selection stuff - add Deselect and pass PlayerState into selection callbacks
Add Input settings
Add PlayerState system. Simplify some stuff on GameManager for static access
Navigator docs
Add HeroResource. Add generichero.hero. Hero resource loading, Host-only team/loading and change callback setup
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
Fix obsoletes
Add DrawPath property to Navigator for debugging nav path.
Set CharacterController radius to half of NavMesh agent radius
Restructure - DestroyAfterGame actually destroys the GameObject not the component
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
Use scene events
Some basic movement
Use safe scale in Transform.ToLocal and Transform.PointToLocal so that it cannot produce NaN or infinity values. This fixes a bug where a child of a parent with a scale of 0,0,0 cannot set position programatically without the position being infinity. It should also fix any other issues with NaN values where ToLocal is concerned (such as GameTransform) in cases where any component of scale was 0.
Add notifications to all players for pickups
Don't invoke change callback when loading or deserializing (Fixes Facepunch/sbox-issues#6406)
Make sure CodeGen is using global:: for everything - add a unit test to confirm
Put LONG obsolete method back again so tests pass because someone is still using it (grr)