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403 Commits over 702 Days - 0.02cph!

3 Days Ago
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
5 Days Ago
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
5 Days Ago
Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox
6 Days Ago
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property
6 Days Ago
Tags property
6 Days Ago
Fix sillyness
7 Days Ago
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag Only ITagSet is a public interface, hide everything else away
8 Days Ago
Initial commit / backup Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload Support "world" tag to render only or exclude static objects and hammer geometry Typo Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights Let's respect the camera's exclude / render tags in HighlightRenderer Add tag checks in DrawSceneObject too Remove unused GetTags overload Remove unused ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
8 Days Ago
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
8 Days Ago
Remove unused
8 Days Ago
Remove unused GetTags overload
8 Days Ago
Add tag checks in DrawSceneObject too
8 Days Ago
Let's respect the camera's exclude / render tags in HighlightRenderer
8 Days Ago
Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
8 Days Ago
Typo
8 Days Ago
Support "world" tag to render only or exclude static objects and hammer geometry
8 Days Ago
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload
8 Days Ago
Initial commit / backup
9 Days Ago
Client Input Components (#747) * Initial commit * Documentation for ClientInput hints that it can also be used on ClientInputComponent * Allow any component, remove ClientInputComponent * Copy component values best we can in MimicBot
10 Days Ago
Copy component values best we can in MimicBot
10 Days Ago
Lobby/packages design cleanup Fix occasional panel index out of bounds Add storage settings page Duplicate asset option in context menu for assets in asset list Fix CI uploading without tests passing Fix concurrency Move concurrency to the root Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children) Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day Merge branch 'master' into client-input-component Allow any component, remove ClientInputComponent
10 Days Ago
Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day
10 Days Ago
Duplicate asset option in context menu for assets in asset list
10 Days Ago
Documentation for ClientInput hints that it can also be used on ClientInputComponent
10 Days Ago
Initial commit
10 Days Ago
Use temp StartRpc2/SendRpc2 names until next pain day
10 Days Ago
Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId Backwards compat
10 Days Ago
Component rpc initial test
10 Days Ago
Add DamageInfo.WithDamage Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of github.com:Facepunch/sbox Set Game.WorldEntity on client too Merge branch 'master' of github.com:Facepunch/sbox
17 Days Ago
Check if package is null before creating the PackageCard
17 Days Ago
Keep current map if it's valid for MapSelect.Hidden
17 Days Ago
Don't render packages that aren't valid Lobby.ValidateMap will ensure the map is set to one that is valid for that game package Validate map before starting game and when loading new game info Try map list if no valid tagged map Merge branch 'master' of github.com:Facepunch/sbox
22 Days Ago
Saves Games MVP (#722) * Initial commit * Add support for SavedGames package meta using SavedGameSettings class * Start trying to show saved games in lobbies. Add simple project settings page * Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs). * Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?) * Fixed paths * Simply page in project settings. Add map dependent option. * Automatically clear current saved game if selecting a different map * Update current map to one dictated by the current saved game * Add CachedSavedGame and GetSavedGame( string title ) * Invalidate cached saved games for a package when a game is saved * Some cleanup - don't cache (for now) * Use a file watcher and only update saved game file cache when a new one is added or removed * Remove unnecessary selection border * Clear current saved game selection when changing target gamemode * Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes * Rename * Early out of metadata is null (dont render) * Add MapPackage to condition * Auto update map when selecting Saved Game card regardless of if project is map dependent * Set correct map dependency value in saved games page at start * Automatically clear selected saved game if it is now invalid (version difference, doesnt exist) * Casing consistency * Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name * Fixed name * Auto format saved game file names * Use StringComparer.OrdinalIgnoreCase for Metadata class * Further refactor * Fix casing * SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. * Internal deserialize * Rename some methods to avoid confusion with the byte[] data * SetData methods that make sense * Throw an exception if trying to save a game with no data * Added SavedGame.Read and SavedGame.Write utility methods * Added SavedGame.GetFileName * Added SavedGame.Time (returns DateTime when it was last saved) * Remove unused using statements * Some PR changes
22 Days Ago
Let's remove Read and Write. People can just use BinaryWriter/BinaryReader with the raw byte array if they want
22 Days Ago
Some PR changes
22 Days Ago
Remove unused using statements
22 Days Ago
Added SavedGame.Time (returns DateTime when it was last saved)
22 Days Ago
Added SavedGame.GetFileName
22 Days Ago
Added SavedGame.Read and SavedGame.Write utility methods
22 Days Ago
Throw an exception if trying to save a game with no data
22 Days Ago
SetData methods that make sense
22 Days Ago
Rename some methods to avoid confusion with the byte[] data
22 Days Ago
SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. Internal deserialize
23 Days Ago
Fix casing
23 Days Ago
Further refactor
23 Days Ago
Use StringComparer.OrdinalIgnoreCase for Metadata class
23 Days Ago
Auto format saved game file names
23 Days Ago
Fixed name
23 Days Ago
Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name
24 Days Ago
Casing consistency