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1,405 Commits over 1,433 Days - 0.04cph!

Today
Server/Lobby Data, Hostname / ServerName Changes, etc (#1827) Exposes: * Networking.ServerName * Networking.MapName * Networking.SetData * Networking.GetData
Today
Fix naming of internal DedicatedServer method
Today
Fix mistake in Networking.CreateLobby - return early again if IsActive Rename to Networking.SetData/GetData. Make Networking.Metadata internal, it wasn't supposed to be exposed. Add some extra documentation to Networking.SetData. Change terminology elsewhere to match Add support for map name - but have the setter internal now, keep it set automatically - remove old HostInfo that previously handled it so we dont have two different systems for this kind of thing
Today
Remove redundant methods
Yesterday
Redo everything. Implement handling of server name, metadata on sockets. Add Networking.ServerName, Networking.MaxPlayers, Networking.SetMetadata and Networking.GetMetadata. Make "hostname" a ConCmd instead of a ConVar, it just sets/changes Networking.ServerName and is admin-only.
3 Days Ago
Log a warning instead of throwing an exception when trying to send an RPC without being connected to a network session - it's harmless anyway and could happen with async tasks even after disconnecting
3 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support CreateLobby async returns active lobby Fixes Protocol++
3 Days Ago
Track object messages and RPC stats and display the top 10 in the top left when net_debug is enabled
3 Days Ago
Keep everything nicely contained in NetworkDebugSystem
3 Days Ago
Show top 10 object messages by total calls then by total bytes received in top left when net_debug is true ( https://files.facepunch.com/conna/1b1911b1/sbox_OEOfBa3MKH.png )
3 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
3 Days Ago
Connection.GetUserData will now work for any client - not just the host. ConVars marked with ConVarFlags.UserInfo will update for all clients when changed. Updated ConnectionInfo string table to store values individually so when one changes it doesn't send the whole lot again. We can now include ping in the string table so that Connection.Ping should be correct even if you aren't the host
4 Days Ago
Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
4 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size
4 Days Ago
Show progress (#/#) when downloading files in loading screen
4 Days Ago
Shut down properly before reconnecting - ensure we've destroyed the scene etc
5 Days Ago
Protocol++
5 Days Ago
Fixes
5 Days Ago
CreateLobby async returns active lobby
5 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
5 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
10 Days Ago
Lower snapshot cluster size and use smaller types for their ids
10 Days Ago
Typo
10 Days Ago
Smaller cluster snapshot id types + reduce cluster size to below MTU size it wasnt before oops
12 Days Ago
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases. Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
12 Days Ago
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
17 Days Ago
Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set
17 Days Ago
Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452
18 Days Ago
Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place
18 Days Ago
Added Show Hitbox Debug option in Debugging Menu in the editor. debug_hitbox ConVar. Can debug hitboxes in the editor or in-game similar to Show Interpolation Debug. Fixes Facepunch/sbox-issues#7505
18 Days Ago
Fixed Show Interpolation Debug not being able to be toggled in the UI. If a ConVar value is a boolean, use its integer form. Fixes Facepunch/sbox-issues#7503
18 Days Ago
Added Object property to WrappedMethod<T> (Fixes Facepunch/sbox-issues#7497)
18 Days Ago
Optimization branch - for testing over parsec
23 Days Ago
Fixed network info being incorrect / unset in OnNetworkSpawn callbacks because _net is not set yet. Fixes (Facepunch/sbox-issues#6447)
23 Days Ago
SyncFlags.Interpolate (#1789)
23 Days Ago
Only use interpolated var if we don't control that property
23 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now) Only find this attribute if we need it Remove these debug logs Interpolate value on query instead of every frame based on last update time Add Update method Revert changes to InterpolationSystem as we're no longer interpolating Sync Vars every frame Remove unused IInterpolated Some cleanup
23 Days Ago
Double max string table snapshot entry size from 4mb to 8mb (Fixes Facepunch/sbox-issues#7250)
23 Days Ago
Fixed an issue where performing a network refresh might not synchronize the tags with the owner's version of the object. Fixes Facepunch/sbox-issues#7301
23 Days Ago
Fixed an instance where an editor lobby could be public even when it's set to private in the editor. This could have happened if CreateLobby was called with Privacy = LobbyPrivacy.Public - now the editor option will dictate the privacy of all editor lobbies.
24 Days Ago
Some cleanup
24 Days Ago
Remove unused IInterpolated
24 Days Ago
Revert changes to InterpolationSystem as we're no longer interpolating Sync Vars every frame
25 Days Ago
Add Update method
25 Days Ago
Interpolate value on query instead of every frame based on last update time
25 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now) Only find this attribute if we need it Remove these debug logs
29 Days Ago
Remove these debug logs
29 Days Ago
Only find this attribute if we need it
29 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now)
30 Days Ago
Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now