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

7 Months Ago
Check valid scene in SceneNetworkSystem message handlers
7 Months 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.
7 Months Ago
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag Another minor fix
7 Months 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
7 Months Ago
Add some documentation
7 Months Ago
Make sure to unregister for update after sending
7 Months Ago
Keep track of potential pending network updates to flush for RPCs
7 Months Ago
Flush network updates before send RPCs
7 Months Ago
Simplify InterpolationBuffer a little bit (internal API) Disable interpolation during certain initialization callbacks for components
7 Months Ago
We could actually interpolate the body transforms on the client like this
7 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
7 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
7 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
7 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
8 Months Ago
Wrong docs
8 Months Ago
Use enum for now
8 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
8 Months Ago
Initial experiment with networked Model Physics
8 Months Ago
Query game package MaxPlayers when creating a lobby
8 Months Ago
Query pos/rot directly
8 Months Ago
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
8 Months Ago
Independently Interpolated Transform Parts + Other Fixes (#1577)
8 Months Ago
Namespace
8 Months Ago
Final touches
8 Months Ago
Call transformchanged in clearinterp
8 Months Ago
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
8 Months Ago
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
8 Months Ago
Everything in this branch - cleanup
8 Months Ago
Happy with this
8 Months Ago
8 Months Ago
GameTransform.FixedUpdateInterpolation (bool) (def: true)
8 Months Ago
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
8 Months Ago
Holy... have I done it?
8 Months Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Wrapped method resume will get async keyword when wrapped method has it Fix tests Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855 Rigidbody interpolation mode (def: Interpolate)
8 Months Ago
Queued msgs test
8 Months Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
8 Months Ago
Fix tests
8 Months Ago
Wrapped method resume will get async keyword when wrapped method has it
8 Months Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Merge branch 'master' into networked-model-physics
8 Months Ago
Initial experiment with networked Model Physics
8 Months Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
8 Months Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
8 Months Ago
Fixes to restore some old and intended behavior, additional documentation
8 Months Ago
This shiz is confusing - try this
8 Months Ago
Test
8 Months Ago
Some interp fixes
8 Months Ago
Initial commit
8 Months Ago
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
8 Months Ago
Only query if not empty
8 Months Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂