302 Commits over 1,157 Days - 0.01cph!
Comment explaining what's going on - note to self
Seemingly fixes odd lag compensation rewind tick offset. Seems to have perfect lag compensation results even with 300 fake ping - I need to test this in a real environment though
Merge branch 'master' of github.com:Facepunch/sbox
Use Entity.FindByIndex instead of Entity.All.FirstOrDefault in OnNetMessage when finding entity
Fully purge any RPC history with tick less than current tick when receiving new net message
When an RPC is called within a predicted context with a To target, if the local client is a recipient call the base function and remember for Prediction (fixes sboxgame/issues/issues/2935)
Supporting INetworkSerializer types as RPC parameters
[Predicted] Support for BaseNetworkable and Components (#794)
* Initial commit
* Iterate through BaseNetworkable properties too
Fixed Screen.GetOrthoRay and fixed SceneCamera.GetRay (when the camera is ortho)
Merge branch 'master' of github.com:Facepunch/sbox
This should fix an issue where switching pawns could sometimes break inputs
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
Client Input Components (#747)
* Initial commit
* Documentation for ClientInput hints that it can also be used on ClientInputComponent
* Allow any component, remove ClientInputComponent
* Copy component values best we can in MimicBot
Component RPC Support (#744)
* Component rpc initial test
* Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId
* Backwards compat
* Use temp StartRpc2/SendRpc2 names until next pain day
Duplicate asset option in context menu for assets in asset list
Add DamageInfo.WithDamage
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of github.com:Facepunch/sbox
Set Game.WorldEntity on client too
Merge branch 'master' of github.com:Facepunch/sbox
Check if package is null before creating the PackageCard
Keep current map if it's valid for MapSelect.Hidden
Don't render packages that aren't valid
Lobby.ValidateMap will ensure the map is set to one that is valid for that game package
Validate map before starting game and when loading new game info
Try map list if no valid tagged map
Merge branch 'master' of github.com:Facepunch/sbox
Saves Games MVP (#722)
* Initial commit
* Add support for SavedGames package meta using SavedGameSettings class
* Start trying to show saved games in lobbies. Add simple project settings page
* Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs).
* Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?)
* Fixed paths
* Simply page in project settings. Add map dependent option.
* Automatically clear current saved game if selecting a different map
* Update current map to one dictated by the current saved game
* Add CachedSavedGame and GetSavedGame( string title )
* Invalidate cached saved games for a package when a game is saved
* Some cleanup - don't cache (for now)
* Use a file watcher and only update saved game file cache when a new one is added or removed
* Remove unnecessary selection border
* Clear current saved game selection when changing target gamemode
* Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes
* Rename
* Early out of metadata is null (dont render)
* Add MapPackage to condition
* Auto update map when selecting Saved Game card regardless of if project is map dependent
* Set correct map dependency value in saved games page at start
* Automatically clear selected saved game if it is now invalid (version difference, doesnt exist)
* Casing consistency
* Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name
* Fixed name
* Auto format saved game file names
* Use StringComparer.OrdinalIgnoreCase for Metadata class
* Further refactor
* Fix casing
* SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff.
* Internal deserialize
* Rename some methods to avoid confusion with the byte[] data
* SetData methods that make sense
* Throw an exception if trying to save a game with no data
* Added SavedGame.Read and SavedGame.Write utility methods
* Added SavedGame.GetFileName
* Added SavedGame.Time (returns DateTime when it was last saved)
* Remove unused using statements
* Some PR changes
Comment out unknown command or convar log
Merge branch 'master' of github.com:Facepunch/sbox
If switches are defined in command line, respect them when creating a ConVar
Fixed writing null strings
Merge branch 'master' of github.com:Facepunch/sbox
Clear buttons and AnalogMove for DevCamera
Make Input.Clear internal as it's confusing (and server-side only). Update ThirdPersonCamera to use ClearButtons
Merge branch 'master' of github.com:Facepunch/sbox
Add OriginalViewAngles to Player
Merge branch 'master' of github.com:Facepunch/sbox
Use TryGetMeta instead of being a nob
Merge branch 'master' of github.com:Facepunch/sbox
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
Cleaned up some game setting code. Added MoveSetting. Added options for moving a setting up or down in the list. Ensure that when the list is rebuilt the previously selected page stays selected.
Added functionality for setting a description per Game Setting that will show during lobby creation
Ensure description is updated properly from TextEdit
Fixed NRE in GameLobbySettings that occurs when a Choice setting has an empty value (Gunfight)
Clear remembered ConVars (from hotloading) when game loop shuts down. Fixes Facepunch/sbox-issues#2281
Have Bot implement IValid. Catch an exception for max players reached in bot_add and fail silently.
Add opacity support for keyframes
Fixed saved ConVars not being applied on startup as they should be
Merge branch 'master' of github.com:Facepunch/sbox
Add EndGameAsync and improve some documentation
Add global:: to EnsureSufficientExecutionStack statement
Fix Client.FetchGameRankAsync by passing an int into TaskSource, it seems like this int is never used although it may have once been, re-evaluate that later
Merge branch 'master' of github.com:Facepunch/sbox
Ensure that the max players slider in the lobby settings is correctly positioned when initialized
Defer setting values for replicated ConVars received from server info (#464)
* Defer setting values for replicated ConVars received from server info until the ConVars are added from the game client-side. This fixes connecting clients not having replicated ConVar values set correctly (because the ConVar doesn't exist at the time they receive them.)
* Set replicated ConVar values after AddConVar to avoid parent/child ConVar default value mis-match and ensure value is set client-side
* Simplify by just sending the initial replicated ConVar values message after the game assembly will have been loaded
* Fix case where value would be overriden by an old one
Validate valid game setting before loading from cookie
Game Settings now support choices with a Value and a Name so that the actual ConVar value can be separated from how it is displayed in the dropdown box
Merge branch 'master' of github.com:Facepunch/sbox
Hide the entire map field in the lobby settings when Map Select mode is set to Hidden for a game. This fixes it just showing "Map" with nothing underneath in this mode.
Remove HasActive guard for value property on Slider as it prevents value change events when dragging the slider
Set game settings to their default if no override found (for dedicated servers, launcher) in the future we can make it so you can specify game setting values in launcher configs
Use SetProperty to update game settings for other players in the lobby