4,766 Commits over 1,371 Days - 0.14cph!
Some comments on ConverterPacker to describe its use
Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?)
Makes sense to rename to SerializerPacker so it matches ISerializer
Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public
Add test for BytePack.ISerializer with MySerializedClass
We should be able to null these out
Add IBytePackConvert support to Component and GameResource
Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
Only serialize NetworkMode, NetworkInterpolation, NetworkOrphaned and OwnerTransfer in GameObject.Serialize if they are not their default values
Fixed kill command not working for non-host players - route through host
Fixed static Authority RPC checking permissions against the wrong attribute and messages should be sent to the host and not broadcast
It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
Inspector Advanced Network Settings (#1617)
* Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
* Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
* Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
* Move out to its own widget - this is gonna be a button that drops down for advanced network settings
* Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
* Store current val outside scope
* Modify style
* Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
* Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
Store current val outside scope
Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
Move out to its own widget - this is gonna be a button that drops down for advanced network settings
Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
Just use identity rot instead of trying to face hit dir
Much better spread + smoke extinguishes fire
Fire nodes... kind of better placeholder node effect
Some temp sounds - make not buyable again
Initial Molotov Grenade prefab stubs
Molotov references in prefabs + MolotovGrenade component stub with explode on collision
Setup equipment
Explode on impact properly. Fix a NRE in Crosshair
AoE (shit rn) only explode if we land on a relatively flat surface, otherwise bounce
Add AreaDamage component. Add Burn type damage. Take damage while in molotov AoE radius
Disable buy for Molotov Cocktail for now, I wanna add fire spread plus the particle effect is shit right now
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
Check if sound handle is valid
Scene might be null - store pawn in var
Body might be null, component list might be null
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
Use Network.Active check to determine if we should network spawn or assign ownership
Ensure we properly network ownership changes during network orphaned actions
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
Closes Facepunch/sbox-issues#5566
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
Fix issue with new local instance on "local" package to do with small network files
Reapply changes from old branch
Merge branch 'master' into net-model-phys
Network body type as well
Fixed logic for motion enabled and root only networking
Fixed logic for motion enabled and root only networking
Network body type as well
CustomEditorAttribute now orders by number of parent classes so most relevant editor is always found. Resolves Facepunch/sbox-issues#5647
Merge branch 'master' into net-model-phys
Reapply changes from old branch
Remove from interpolation system on GameObject destroy
Add hc1_hide_flashbang_overlay