userConnacancel

4,603 Commits over 1,310 Days - 0.15cph!

4 Months Ago
Call TransformChanged() once again in InterpolateFixedUpdate Clear pending updates in SceneNetworkUpdate too Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
4 Months Ago
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604) * Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes * Do GetHashCode this way * Initialize CollisionRules * Handle small network files from different file systems this way? * Fix * Fix documentation * Reset config files * Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system * Fix - but obviously it can't be done this way it's absolutely awful * Add all files from network when mounting on client side * Method name update * Remove some duplication * Cleanup * Fix inverted condition * Unnecessary arg * ToHashCode * ReadWithFallback will return new T() if package is null too * Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically * Call ProjectSettings.Reset in ResetEnvironment * Clean up * Swap these
4 Months Ago
Swap these
4 Months Ago
Clean up
4 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
4 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
4 Months Ago
ReadWithFallback will return new T() if package is null too
4 Months Ago
ToHashCode
4 Months Ago
Unnecessary arg
4 Months Ago
Fix inverted condition
4 Months Ago
Cleanup
4 Months Ago
Remove some duplication
4 Months Ago
Method name update
4 Months Ago
Add all files from network when mounting on client side
4 Months Ago
Fix - but obviously it can't be done this way it's absolutely awful
4 Months Ago
Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
4 Months Ago
Reset config files
4 Months Ago
Fix documentation
4 Months Ago
Fix
4 Months Ago
Do GetHashCode this way Initialize CollisionRules Handle small network files from different file systems this way?
4 Months Ago
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
4 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
4 Months Ago
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
4 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
4 Months Ago
Add Spawn Pickup Chance variable to Breakable prefab (awesome)
4 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
4 Months Ago
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity Fix merge conflict in player prefab
4 Months Ago
Unsubscribe from OnTeamChanged in PlayerId.OnDestroy
4 Months Ago
Add a priority of 10 to ChangeAttribute. Change logic will be done before Sync Var logic, ensures we can get the old value properly. This should fix recursion in change callback.
4 Months Ago
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
4 Months Ago
Wrap SendSpawnConfirmation call in !IsProxy check so we every player doesn't confirm it
4 Months Ago
Check valid scene in SceneNetworkSystem message handlers
4 Months Ago
In OnIsDeployedPropertyChanged don't update deploy state if OnStart hasn't been called yet (be nice to have a property on Component to know if this is the case, maybe we can expose _startCalled)
4 Months Ago
Don't need to clear interpolation when cloning these prefabs in fixed update now
4 Months Ago
Don't interpolate when setting local transform within fixed update if the GameObject isn't enabled. Fixes trying to interpolate to initial position when cloning GameObjects in fixed update, but really we need a way to say "was the game object created this frame" and if it was then don't interpolate.
4 Months Ago
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag Another minor fix
4 Months Ago
Fix NRE when melee attacking someone due to hitbox being null
4 Months Ago
Some UI NRE fixes (in cases when a player just joined and UI tries to use GameUtils.LocalPlayer before it exists) Better weapon Deploy/Holster logic + use IDeploymentListener to set current weapon avoid Components.GetAll being used A LOT
4 Months Ago
Some fixes + swap all instances of using Query=true with a change callback attribute
4 Months Ago
Flush network updates before send RPCs (#1594) * Flush network updates before send RPCs * Keep track of potential pending network updates to flush for RPCs * Make sure to unregister for update after sending * Add some documentation
4 Months Ago
Add some documentation
4 Months Ago
Make sure to unregister for update after sending
4 Months Ago
Keep track of potential pending network updates to flush for RPCs
4 Months Ago
If grenade is holstered and state is not thrown, set state to idle
4 Months Ago
Throw grenades owned by thrower - do damage on host Thrown grenades don't collide with players for now - they can be pushed through the ground if you stand on them
4 Months Ago
If guid is empty for connection don't print left the game log (make a note to investigate why)
4 Months Ago
Remove this log
4 Months Ago
Add drop on disconnect for C4. Add WeaponData.DropOnDisconnect set it to true for C4
4 Months Ago
Don't pickup weapons if we're not alive yet Add TimeSinceLastRespawn for player and use that as well to determine if weapon can be auto picked up
4 Months Ago
Switch weapons with mouse wheel