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983 Commits over 1,218 Days - 0.03cph!

3 Months Ago
Remove duplicate docs
3 Months Ago
Some fixes
3 Months Ago
Use hasvalue etc
3 Months Ago
Inverse logic (doh!)
3 Months Ago
Fix ambigious docs
3 Months Ago
this can be made private
3 Months Ago
Add single Connection overloads
3 Months Ago
Same logic for static Rpcs
3 Months Ago
Update documentation Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods Update documentation Change filtertype options Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. More docs
3 Months Ago
Shorten that prop name
3 Months Ago
Ensure can't use different RPC attributes together, doesn't make sense
3 Months Ago
Add some more documentation to the other RPC attributes
3 Months Ago
🧹
3 Months Ago
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
3 Months Ago
Tiny tidyup
3 Months Ago
Fix formatting
3 Months Ago
Cull after, ensure move direct to last tx if query out of time but entries remaining
3 Months Ago
Restore backward compat LerpTo
3 Months Ago
Use Time.Now
3 Months Ago
Some extra docs + let's call it Query to match the other class
3 Months Ago
Some cleanup
3 Months Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject Combination of fixed update interpolator and networked interpolation buffer. Working nicely
3 Months Ago
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
4 Months Ago
Serialize and Deserialize Scene properties such as Time Scale, Fixed Update Frequency, Threaded Animation... joining clients will now have correct values for the Scene. These don't replicate when changed after that though. Fixes Facepunch/sbox-issues#4483
4 Months Ago
When creating networked object from remote (networked), wrap Deserialize and NetworkSpawnRemote in CallbackBatch so that _net is initialized before OnAwake is called. Fixes Facepunch/sbox-issues#4950
4 Months Ago
Use StringTable.Remove instead of StringTable.Entries.Remove when removing Connection from ConnectionInfoManager. Fixes Facepunch/sbox-issues#4983
4 Months Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject
4 Months Ago
Specify in documentation that NetPermission.OwnerOnly works the same as NetPermission.HostOnly for static actions.
4 Months Ago
Minor correction
4 Months Ago
Fixed reading String Table snapshot that has an entry with 0 elements throwing an exception. Instead, ByteStream.ReadArray should return null (empty span) if it has a length of 0. Added a test to prove the bug. Fixes Facepunch/sbox-issues#5357
4 Months Ago
Serialize Component FullName instead of ClassName. Fixes cases where two components with the same name exist in different namespaces, sometimes the wrong one will be serialized. Fully backwards compatible. Fixes Facepunch/sbox-issues#5331
4 Months Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject
4 Months Ago
Serialize the interpolation bool with GameObject
4 Months Ago
Fix to allow interp property to be set by GameObjectHeader
4 Months Ago
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
4 Months Ago
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
4 Months Ago
Test Clean up - use TransformInterpolate class
4 Months Ago
Clean up - use TransformInterpolate class
4 Months Ago
Test
4 Months Ago
Fixed NetPermission not working for static Rpcs (Fixes Facepunch/sbox-issues#5188)
4 Months Ago
Fix failing test, use float.PositiveInfinity not -1
4 Months Ago
NetList implements IList, IList<T> NetDictionary implements IDictionary, IDictionary<TKey,TValue>
4 Months Ago
Avoid collection modified error in NetworkPrune (Fixes Facepunch/sbox-issues#5280)
4 Months Ago
Temp comment out this line to fix tests
4 Months Ago
Object Snapshot Refresh (#1500) * Initial commit * Component id + prune those for refresh as well * Serialize id properly * OnRefresh * Fix refresh for bones * Revert comp ids on this branch * Use Id not __id as that is what was settled with for Component Ids * When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table * Don't do on the root though save that for the multi-comp PR * Include latest table snapshot with full refresh. Update to support __guid * Undo this bit * Added Connection.CanRefreshObjects permission (def: true) * Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called * Register properties recursively when sending network refresh or receiving one * Test to re-register Sync props after Network.Refresh * Make docs clearer * If a Component isn't valid then just set the property anyway for a Sync var * By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects * Some additional validation checks * Better logic * Fix issue with nested types not having correct identity hash for wrapped property codegen
4 Months Ago
Fix NRE in GraphInputNodeType.GetPath Inflate heightfield query cell bounds by 0.5, fixes terrain collision Fix terrain collider not updating on heightmap import Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4 Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA Actually set D_MSAA combo on depth_downsample Fix hair blue line Scene.Load ShowLoadingScreen actually works Update avatar scene Open avatar scene when you click the avatar button Rework terrain casting and sweeping Only clear contacts on tag change if the contacts should have no interaction Use faster _aligned_malloc in physics system Tweak citizen eye ao add compilled avatar scene (!) PanelComponent uses internal enable, disable, update Temporary fix for drag executing multiple times in one frame Expose render settings to tools https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png Compile fix Max 8x msaa Fix deserializing ActionGraphs in Menu context (#1506) Nicer test for if nodes are operators OnDestroyInternal calls OnDisabledInternal instead of OnDisabled Reset panel parent before deleting it Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice) Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232 Fixed delete prompt having no content Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235 Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231) Don't give gizmo mouse focus when it orbit mode Check if aaquality is a valid enum, users are likely to have outdated settings ModelCollider uses mass and damping properties from model physics parts Change Json.PushNodeLibrary() to NodeLibrary.Push() Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null Fixes Facepunch/sbox-issues#5244 Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option Can switch between variants Merge branch 'master' into snapshot-refresh
4 Months Ago
Fix issue with nested types not having correct identity hash for wrapped property codegen
4 Months Ago
Better logic
4 Months Ago
Some additional validation checks
4 Months Ago
By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects