1,298 Commits over 1,371 Days - 0.04cph!
Check valid scene in SceneNetworkSystem message handlers
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.
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag
Another minor fix
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
Make sure to unregister for update after sending
Keep track of potential pending network updates to flush for RPCs
Flush network updates before send RPCs
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
We could actually interpolate the body transforms on the client like this
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
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Only enable motion if we're the owner (or we don't network bodies)
Initial experiment with networked Model Physics
Query game package MaxPlayers when creating a lobby
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Independently Interpolated Transform Parts + Other Fixes (#1577)
Call transformchanged in clearinterp
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
Everything in this branch - cleanup
GameTransform.FixedUpdateInterpolation (bool) (def: true)
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
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)
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Wrapped method resume will get async keyword when wrapped method has it
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
Initial experiment with networked Model Physics
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.
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.
Fixes to restore some old and intended behavior, additional documentation
This shiz is confusing - try this
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂