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983 Commits over 1,218 Days - 0.03cph!

26 Days Ago
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
26 Days Ago
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
29 Days Ago
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)
30 Days Ago
Fix issue with new local instance on "local" package to do with small network files
30 Days Ago
Fixed logic for motion enabled and root only networking
31 Days Ago
Network body type as well
31 Days Ago
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
31 Days Ago
Reapply changes from old branch
31 Days Ago
Remove from interpolation system on GameObject destroy
37 Days 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.)
37 Days 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
42 Days Ago
Swap these
43 Days Ago
Clean up
43 Days Ago
Call ProjectSettings.Reset in ResetEnvironment
43 Days Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
43 Days Ago
ReadWithFallback will return new T() if package is null too
43 Days Ago
ToHashCode
43 Days Ago
Unnecessary arg
43 Days Ago
Fix inverted condition
43 Days Ago
Cleanup
43 Days Ago
Remove some duplication
43 Days Ago
Method name update
43 Days Ago
Add all files from network when mounting on client side
43 Days Ago
Fix - but obviously it can't be done this way it's absolutely awful
43 Days Ago
Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
43 Days Ago
Reset config files
43 Days Ago
Fix documentation
43 Days Ago
Fix
43 Days Ago
Do GetHashCode this way Initialize CollisionRules Handle small network files from different file systems this way?
44 Days 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
44 Days Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
44 Days 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
44 Days Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
44 Days Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
46 Days Ago
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
49 Days Ago
Check valid scene in SceneNetworkSystem message handlers
50 Days 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.
51 Days Ago
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag Another minor fix
52 Days 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
52 Days Ago
Add some documentation
53 Days Ago
Make sure to unregister for update after sending
53 Days Ago
Keep track of potential pending network updates to flush for RPCs
54 Days Ago
Flush network updates before send RPCs
2 Months Ago
Simplify InterpolationBuffer a little bit (internal API) Disable interpolation during certain initialization callbacks for components
2 Months Ago
We could actually interpolate the body transforms on the client like this
2 Months Ago
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
2 Months Ago
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
2 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
2 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
2 Months Ago
Wrong docs