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

6 Months Ago
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
6 Months Ago
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
6 Months Ago
Modify style
6 Months Ago
Store current val outside scope
6 Months Ago
Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
6 Months Ago
Move out to its own widget - this is gonna be a button that drops down for advanced network settings
6 Months Ago
Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
6 Months Ago
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
6 Months Ago
Stash
6 Months Ago
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
6 Months Ago
Clearer exceptions
6 Months Ago
Ensure we properly network ownership changes during network orphaned actions
6 Months Ago
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
6 Months Ago
Closes Facepunch/sbox-issues#5566
6 Months Ago
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
6 Months Ago
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
6 Months 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)
6 Months Ago
Fix issue with new local instance on "local" package to do with small network files
6 Months Ago
Fixed logic for motion enabled and root only networking
6 Months Ago
Reapply changes from old branch Merge branch 'master' into net-model-phys Network body type as well Fixed logic for motion enabled and root only networking
6 Months Ago
Network body type as well
6 Months 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
6 Months Ago
Reapply changes from old branch
6 Months Ago
Remove from interpolation system on GameObject destroy
6 Months 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.)
6 Months 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
7 Months Ago
Swap these
7 Months Ago
Clean up
7 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
7 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
7 Months Ago
ReadWithFallback will return new T() if package is null too
7 Months Ago
ToHashCode
7 Months Ago
Unnecessary arg
7 Months Ago
Fix inverted condition
7 Months Ago
Cleanup
7 Months Ago
Remove some duplication
7 Months Ago
Method name update
7 Months Ago
Add all files from network when mounting on client side
7 Months Ago
Fix - but obviously it can't be done this way it's absolutely awful
7 Months Ago
Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
7 Months Ago
Reset config files
7 Months Ago
Fix documentation
7 Months Ago
Fix
7 Months Ago
Do GetHashCode this way Initialize CollisionRules Handle small network files from different file systems this way?
7 Months 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
7 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
7 Months 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
7 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
7 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
7 Months Ago
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.