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

4 Months Ago
Re-instate these long-obsolete methods for now because something is still using one of them :(
4 Months Ago
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
4 Months Ago
Move ChangeAttribute back to Sandbox.System but put the callback in Sandbox.Game so we don't break anything.
4 Months Ago
Update docs
4 Months Ago
Upgrade ChangeAttribute to support any property not just for [ConVar], so it now works with [Sync], too. Move ChangeAttribute to Sandbox.Game so it can use TypeLibrary for CodeGenerator wrapped property stuff. Resolves Facepunch/sbox-issues#6386
4 Months Ago
More accurately synchronize Time.Now between clients. Fixes Facepunch/sbox-issues#6326 (at least with the repro they attached.)
4 Months Ago
Fixed Sync attribute / CodeGenerator wrapped properties ignoring existing modifiers (Fixes Facepunch/sbox-issues#5867)
4 Months Ago
Delta Snapshot Slots (#1660)
4 Months Ago
Bettter explanation
4 Months Ago
Test fix for "Unknown Player" has left the game
4 Months Ago
Put this warning behind a network debug check
4 Months Ago
Testing disable Nagle's algorithm on snapshots - it may caused delayed snapshots
4 Months Ago
Some final refactoring of DeltaSnapshot/DeltaSnapshotContainer
4 Months Ago
Further optimization - this is quicker than WriteArray/ReadArray
4 Months Ago
Optimization here to only re-serialize changes for snapshots
4 Months Ago
Optimize lookups - fix bug with reconnecting clients not processing snapshot
4 Months Ago
Clean up - make things more explicit in seperation of snapshot supported network table entries
4 Months Ago
Remove this obsolete - it's been obsolete forever
4 Months Ago
Stash all this work so I can make ubre happy Stash this as well first Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone ++ Logs No wonder this wasn't getting received Don't log these now Test Remove this now Go on server time Test More tests Some cleaning Compress test Remove for comparison Pack them up Some cleanup Force a single delta snapshot when owner changes to simulate old behavior Interp test Revert that
4 Months Ago
Revert that
4 Months Ago
Interp test
4 Months Ago
Force a single delta snapshot when owner changes to simulate old behavior
4 Months Ago
Some cleanup
4 Months Ago
Pack them up
4 Months Ago
Remove for comparison
4 Months Ago
Compress test
4 Months Ago
Stash all this work so I can make ubre happy Stash this as well first Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone ++ Logs No wonder this wasn't getting received Don't log these now Test Remove this now Go on server time Test More tests Some cleaning
4 Months Ago
Some cleaning
4 Months Ago
More tests
4 Months Ago
Test
4 Months Ago
Go on server time
4 Months Ago
Remove this now
4 Months Ago
Test
4 Months Ago
Don't log these now
4 Months Ago
No wonder this wasn't getting received
4 Months Ago
Logs
4 Months Ago
++
4 Months Ago
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
4 Months Ago
Only run logic in SceneNetworkSystem.OnBecameHost if scene is valid - we could just be in a lobby/party but not in-game
4 Months Ago
Stash all this work so I can make ubre happy Stash this as well first
4 Months Ago
If GameObject isn't valid when trying to call an RPC, call the method anyway but only if we can determine that we have permission to do so - this way we can ensure RPC methods are still not called when they shouldn't be for any given user. (Fixes Facepunch/sbox-issues#6270)
4 Months Ago
Fixed an issue where if you're Small Fish and disconnect yourself from a created lobby immediately by calling GameNetworkSystem.Disconnect in OnLoad, a TCP socket would remain open preventing you from starting a lobby again. This is because Disconnect is called before the asynchronous method CreateLobbyAsync has finished, so it goes and adds/creates new sockets that never get closed.
4 Months Ago
Stash this as well first
4 Months Ago
Stash all this work so I can make ubre happy
4 Months Ago
Idea for custom writing / reading data to snapshot per component (if it overrides those methods) Some docs Explicit ISnapshotWriter interface Read snapshot immediately - no need for this prop Dispose ByteStream properly Rename to INetworkSnapshot Component.INetworkSnapshot - improve some docs
4 Months Ago
Component.INetworkSnapshot - improve some docs
4 Months Ago
Idea for custom writing / reading data to snapshot per component (if it overrides those methods) Some docs Explicit ISnapshotWriter interface Read snapshot immediately - no need for this prop Dispose ByteStream properly Rename to INetworkSnapshot
4 Months Ago
Rename to INetworkSnapshot
4 Months Ago
Dispose ByteStream properly
4 Months Ago
Read snapshot immediately - no need for this prop