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1,149 Commits over 1,310 Days - 0.04cph!

8 Months Ago
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does handlebar_moustache small adjustments studdle colour adjustments Allow easy access to graph inputs from node menu, including "This" https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png Facepunch/sbox-issues#5082 Fix copy/pasting nodes referencing graph target input. Fix NRE when deleting items from serialized list in inspector Fix removing dictionary entries not marking scene unsaved Get rid of redraw flicker when adding/removing from lists and dicts Proper fix for hull vs mesh at large coordinates (thanks dirk) Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157 Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png Don't preview smd for now SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint Fix async warning in PreviewMesh Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852 Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923 Add RigidBody.MotionEnabled Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved Tick UI before resetting input - fixes sbox-issues/issues/5169 Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144 Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141 Try to store package revision id in lobby Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes Add Panel.TooltipClass - fixes sbox-issues/issues/4746 FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options Fix some Assets not loading properly from cloud folder on startup Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153 Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4 Don't include special name methods in TypeLibrary (getter/setterr spam) SerializedObject can handle methods ControlSheet supports buttons/methods Add [Button] https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png Add break button to Prop component Simplified ComponentSheet, makes use of ControlSheet logic more Editor style tweaks Fix unit tests, add SerializedProperty method test Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both Revert comp ids on this branch Merge branch 'master' into snapshot-refresh
8 Months Ago
Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both
8 Months Ago
Let's not make this elseif - always check both
8 Months Ago
Test both old and new formats
8 Months Ago
Add test for loading old reference model type from prefab / json
8 Months Ago
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
8 Months Ago
Phase out storing GO guid and component type MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) Unit test for clone with references When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
8 Months Ago
Serialize as Id not __id so also picked up by MakeGameObjectsUnique Scene unique component ids - update serialization test accordingly
8 Months Ago
Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
8 Months Ago
Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
8 Months Ago
Component id + prune those for refresh as well Serialize id properly
8 Months Ago
Initial commit Component id + prune those for refresh as well Serialize id properly OnRefresh Fix refresh for bones
8 Months Ago
OnDestroyInternal should be internal
8 Months Ago
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495)
8 Months Ago
Fixes local interpolation jitter
8 Months Ago
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
8 Months Ago
Fixed a boo boo
8 Months Ago
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
8 Months Ago
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
8 Months Ago
Interpolation Fixes w/ Ownership Change (#1494) 🤞
8 Months Ago
This doesn't need to be internal anymore, was leftover from testing
8 Months Ago
Speeling
8 Months Ago
Only interp here if we're a proxy?
8 Months Ago
Test comment something out
8 Months Ago
Initial commit to fix interp issues and ownership change
8 Months Ago
Finally fixes Facepunch/sbox-issues#4716 - reloading Map Instance when recompiled in Hammer
8 Months Ago
Add support for expression bodied methods for CodeGen. Fixes Facepunch/sbox-issues#5025 Add test for expression bodied CodeGen method
8 Months Ago
When joing via new instance, Project.Current is null - this can break <style> because it can't get relative path of current file. Fix that by just using absolute path in that case. Remove unnecessary assert
8 Months Ago
Host can always drop ownership of a networked object Host can always network destroy a networked object
8 Months Ago
wasted 2 days on this, works-ish but absolutely horrific, stashing anyway
8 Months Ago
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
8 Months Ago
Determine fate of network objects when owner disconnects (#1463) * Can specify what happens to a network object when owner disconnects - don't love the naming * Unused usings * Some cleanup * DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
9 Months Ago
DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
9 Months Ago
Make it an interface
9 Months Ago
Correct order
9 Months Ago
Might not have an active scene
9 Months Ago
Remove this log
9 Months Ago
Bit cleaner perhaps
9 Months Ago
Testing something but its shit, stash it though
9 Months Ago
Some cleanup
9 Months Ago
Unused usings
9 Months Ago
Can specify what happens to a network object when owner disconnects - don't love the naming
9 Months Ago
Fixed Sync vars on derived component types not working
9 Months Ago
Host Sync Vars (#1462) * NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_) * When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value * Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom * Remove redundant call * Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty * Clarify comment * Let's call it HostSync * Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is * We can always set the property if network not initialized * Default HasControl to true for NetList/NetDictionary in-case not set
9 Months Ago
Default HasControl to true for NetList/NetDictionary in-case not set
9 Months Ago
Let's call it HostSync Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is We can always set the property if network not initialized
9 Months Ago
Clarify comment
9 Months Ago
Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
9 Months Ago
Remove redundant call
9 Months Ago
Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom