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1,298 Commits over 1,371 Days - 0.04cph!

10 Months Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
10 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
10 Months Ago
10 Months Ago
Allow owner transfer changing from current owner
10 Months Ago
Owner can always drop ownership
10 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
10 Months Ago
Documentation fixes
10 Months Ago
NetworkAccessor.SetOwnerTransfer method
10 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
10 Months Ago
Remove this for now, sus is later
10 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
10 Months Ago
Default CanSpawnObjects to true for now
10 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
10 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
11 Months Ago
Copy tags from GameObject for Legacy Particle System -> SceneObject In ParticleSpriteRenderer make sure we copy over tags from the GameObject to the SceneObject Internal ReadOnlyTagSet Parse kv tags into ObjectEntry.Tags and use them in SceneMapLoader to set any created sceneobject tags Copy tags from SceneObjects to MapObjectComponent GameObject Add some default tag from Hammer, light, text, particles Fix NRE Set some default tags for Particle and Light and Skybox components Better light tags
11 Months Ago
CanSpawnObjects settable only by the host
11 Months Ago
Make it CanSpawnObjects
11 Months Ago
Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
11 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority
11 Months Ago
Clear watcher var after dispose
11 Months Ago
Fix tests
11 Months Ago
Fixes Facepunch/sbox-issues#4725 - Fixes a bunch of issues with SCSS hotloading. Style sheets weren't actually being removed when deleted or changed. Clear previously loaded style sheets properly on hotload. Properly update when stylesheet is added after it had tried to be loaded before.
11 Months Ago
Change mount logic in OnPostCompileFinished, call SceneMap.OnMapUpdated regardless. Make async and add short delays
11 Months Ago
Fixed FileSystem.NormalizeFilename changing \ to // in paths instead of to /. This fixes hotloading of .scss files in regular razor Panel (PanelComponent was fine)
11 Months Ago
Getting closer maybe
11 Months Ago
Stash
11 Months Ago
Stash
11 Months Ago
NetList, NetDictionary (#1447) * Initial commit * Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. * Add some exception handling * Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update * Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary * Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed. * Add appropriate unit tests * Fix for hashcode * INetworkCustom. Add tests for NetList, NetDictionary. * Add example usage * Better formatting
11 Months Ago
Initial commit Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. Add some exception handling Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed. Add appropriate unit tests Fix for hashcode INetworkCustom. Add tests for NetList, NetDictionary. Add example usage Better formatting
11 Months Ago
Stash
11 Months Ago
Use EverythingInSelfAndDescendants when finding INetworkSpawn components
11 Months Ago
Update pull.yml
11 Months Ago
Better formatting
11 Months Ago
Add example usage
11 Months Ago
INetworkCustom. Add tests for NetList, NetDictionary.
11 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now) Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix Implement joint breaking, break callbacks called on post step, breaking a joint disables the component Support joint breaking on prismatic, revolute, rigid, spherical Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down) Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup VR: Fix VROverlay xml comment Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4 Fix izQueryFaceDirections using the max instead of the min distance for face separation Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4 This should probably just be the radius of the input shape, not both Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag Do the same for 2D skybox Merge branch 'master' into nt-container
11 Months Ago
Do the same for 2D skybox
11 Months Ago
Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag
11 Months Ago
Fix for hashcode
11 Months Ago
Add appropriate unit tests
11 Months Ago
Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
11 Months Ago
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
11 Months Ago
Add some exception handling
11 Months Ago
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
11 Months Ago
Initial commit
11 Months Ago
In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
11 Months Ago
Be able to get object from CodeGen wrapped prop/method
11 Months Ago
Add GameObject.NetworkSpawn, obsolete Network.Spawn (redirect)