438 Commits over 1,371 Days - 0.01cph!
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
Use Switch instead of Checkbox in lobby UI for game settings
Make it clearer that ConVars are not automatically created for you
Silent fail handling for game settings deserialization if the game is started by dedicated server or via the console
Lobby Settings (#432)
* Add LobbySettingsPage stub
* Initial version of adding lobby settings (I don't love it, still learning this Qt stuff, v0.0.1)
* Add first iteration of UI for changing settings in a lobby and applying them as lobby data / should auto update for clients to view
* Some cleanup. Don't put lobby settings into seperate tab. Add GameSettingType.Choice (not implemented yet.) Run game setting convars immediately (this seems to set server-side but isn't being replicated??)
* Added support for choices in the settings page
* Some cleanup. Add support for choice setting types in the lobby settings
* Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
* Improved styling a little for GameSettingsPage
* Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed
* Bind GameSettings in GameLobby.html
* Added a button to delete a setting
* Fix typo
* Left-hand scroll pane and add button for settings and tidy up
* Updated to use NavigationView and add EditConVarPage
* Style tweak
* Remove unused code
* Some tidy up and add info explaining how they work and a warning that ConVar.Replicated is preferred
* Change wording
* Change ConVarName description
* Automatically update page names when the Display Name is changed
* Automatically show a default new setting page if there's none existing. Update the page icon automatically based on display type and if it's a new setting
* Remove the big shit delete button and add a context menu on the page item
* Default -> Default Value
* Fixed documentation on FloatSliderProperty/IntSliderProperty and added Step and Format support
* Added GameSettingType.Integer and GameSettingType.Float
* Fixed lobby data for game setting convars being stomped by cookies
* Added GameSettingType.Float and GameSettingType.Integer support to settings page and lobby
* Have the game settings scroll with a max height so they don't end up being overlapped by start game button etc
* Update step and format value for game lobby slider control to match the one in project settings
* Use gamesettings convar for lobbies and various other feedback fixes
* Throw deserialization into try/catch and use ConVar.Server instead of ConVar.Replicated
* Hide away "convar." string prefixes from addon code into Set/GetConVar methods for Lobby so the API is nicer
* Added documentation to GameSetting
* Added some extra doc
Add BindingFlags.NonPublic to SetPropertyObject
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
Add right click on asset header to give option for copying asset name
Allow [Change] callbacks for ConVars to be non-public
Only call callback for embed lists when they are cleared if it did previously have one value
Added changed callbacks for VarEmbedList (changed callbacks now work on lists of BaseNetworkable types)
Fix NRE in WaterController if PhysicsGroup is not valid
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback
Merge branch 'master' of github.com:Facepunch/sbox