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1,239 Commits over 1,341 Days - 0.04cph!

28 Days Ago
This bit isn't needed actually
28 Days Ago
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
28 Days Ago
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
28 Days Ago
Remove this log
28 Days Ago
Close these connections
28 Days Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
29 Days Ago
Some tidy up here
29 Days Ago
Clearer docs here, only log warning if networking debug is enabled here
29 Days Ago
Don't forget to add arg to header
29 Days Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
29 Days Ago
Remove unusued code
29 Days Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
29 Days Ago
Test logs
29 Days Ago
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
29 Days Ago
Serialize TargetMessage flags as byte
30 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
30 Days Ago
Fix exec command not working with spaces in dir for these csproj files
30 Days Ago
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
30 Days Ago
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
30 Days Ago
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
30 Days Ago
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
30 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
31 Days Ago
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
37 Days Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
37 Days Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
38 Days Ago
Left this opacity low by mistake
38 Days Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
38 Days Ago
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
43 Days Ago
Added interp_debug ConVar and simple representation using sphere gizmos (white is the current interpolated position, cyan is the target position) Added Show Interpolation Debug options to debugging menu and Game Debug context menus. Fixed toggle not working for Show Physics Debug in Debug menu (use ConsoleSystem.GetValueInt)
47 Days Ago
Stash draft
49 Days Ago
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
51 Days Ago
Fixed query mode Sync vars
56 Days Ago
Fix error in OnChangePropertySet if the new value is null
57 Days Ago
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
59 Days Ago
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
59 Days Ago
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
2 Months Ago
Use safe scale in Transform.ToLocal and Transform.PointToLocal so that it cannot produce NaN or infinity values. This fixes a bug where a child of a parent with a scale of 0,0,0 cannot set position programatically without the position being infinity. It should also fix any other issues with NaN values where ToLocal is concerned (such as GameTransform) in cases where any component of scale was 0.
2 Months Ago
Don't invoke change callback when loading or deserializing (Fixes Facepunch/sbox-issues#6406)
2 Months Ago
Fix other tests
2 Months Ago
Make sure CodeGen is using global:: for everything - add a unit test to confirm
2 Months Ago
Put LONG obsolete method back again so tests pass because someone is still using it (grr)
2 Months Ago
Restore functionality to clear interpolation over the network with new system
2 Months Ago
Re-instate these long-obsolete methods for now because something is still using one of them :(
2 Months Ago
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
2 Months Ago
Move ChangeAttribute back to Sandbox.System but put the callback in Sandbox.Game so we don't break anything.
2 Months Ago
Update docs
2 Months Ago
Upgrade ChangeAttribute to support any property not just for [ConVar], so it now works with [Sync], too. Move ChangeAttribute to Sandbox.Game so it can use TypeLibrary for CodeGenerator wrapped property stuff. Resolves Facepunch/sbox-issues#6386
2 Months Ago
More accurately synchronize Time.Now between clients. Fixes Facepunch/sbox-issues#6326 (at least with the repro they attached.)
2 Months Ago
Fixed Sync attribute / CodeGenerator wrapped properties ignoring existing modifiers (Fixes Facepunch/sbox-issues#5867)
3 Months Ago
Delta Snapshot Slots (#1660)