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1,443 Commits over 1,461 Days - 0.04cph!

38 Days Ago
Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
38 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size
38 Days Ago
Show progress (#/#) when downloading files in loading screen
38 Days Ago
Shut down properly before reconnecting - ensure we've destroyed the scene etc
39 Days Ago
Protocol++
39 Days Ago
Fixes
39 Days Ago
CreateLobby async returns active lobby
39 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
39 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
44 Days Ago
Lower snapshot cluster size and use smaller types for their ids
44 Days Ago
Typo
44 Days Ago
Smaller cluster snapshot id types + reduce cluster size to below MTU size it wasnt before oops
46 Days Ago
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases. Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
46 Days Ago
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
51 Days Ago
Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set
51 Days Ago
Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452
52 Days Ago
Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place
52 Days Ago
Added Show Hitbox Debug option in Debugging Menu in the editor. debug_hitbox ConVar. Can debug hitboxes in the editor or in-game similar to Show Interpolation Debug. Fixes Facepunch/sbox-issues#7505
52 Days Ago
Fixed Show Interpolation Debug not being able to be toggled in the UI. If a ConVar value is a boolean, use its integer form. Fixes Facepunch/sbox-issues#7503
52 Days Ago
Added Object property to WrappedMethod<T> (Fixes Facepunch/sbox-issues#7497)
52 Days Ago
Optimization branch - for testing over parsec
57 Days Ago
Fixed network info being incorrect / unset in OnNetworkSpawn callbacks because _net is not set yet. Fixes (Facepunch/sbox-issues#6447)
57 Days Ago
SyncFlags.Interpolate (#1789)
57 Days Ago
Only use interpolated var if we don't control that property
57 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now) Only find this attribute if we need it Remove these debug logs Interpolate value on query instead of every frame based on last update time Add Update method Revert changes to InterpolationSystem as we're no longer interpolating Sync Vars every frame Remove unused IInterpolated Some cleanup
57 Days Ago
Double max string table snapshot entry size from 4mb to 8mb (Fixes Facepunch/sbox-issues#7250)
57 Days Ago
Fixed an issue where performing a network refresh might not synchronize the tags with the owner's version of the object. Fixes Facepunch/sbox-issues#7301
57 Days Ago
Fixed an instance where an editor lobby could be public even when it's set to private in the editor. This could have happened if CreateLobby was called with Privacy = LobbyPrivacy.Public - now the editor option will dictate the privacy of all editor lobbies.
58 Days Ago
Some cleanup
58 Days Ago
Remove unused IInterpolated
58 Days Ago
Revert changes to InterpolationSystem as we're no longer interpolating Sync Vars every frame
59 Days Ago
Add Update method
59 Days Ago
Interpolate value on query instead of every frame based on last update time
59 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now) Only find this attribute if we need it Remove these debug logs
2 Months Ago
Remove these debug logs
2 Months Ago
Only find this attribute if we need it
2 Months Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now)
2 Months Ago
Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now
2 Months Ago
Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received
2 Months Ago
Fix minor error
2 Months Ago
Protocol++
2 Months Ago
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
2 Months Ago
Remove all these logs
2 Months Ago
Packet loss test command - send invalid snapshot ids back in ack, dont process them
2 Months Ago
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
2 Months Ago
Some tidy up
2 Months Ago
Push for test
2 Months Ago
Fixed an issue where FromHost sync vars could get stomped. Optimized delta snapshot updates - we no longer need to even try to process networked objects we don't own. Fixes Facepunch/sbox-issues#7261
2 Months Ago
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene. Merge branch 'master' of sbox
2 Months Ago
Don't try to auto-switch hosts if LobbyConfig.DestroyWhenHostLeaves is true. If that's true, we should only ever have the same host..