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

6 Months Ago
We could actually interpolate the body transforms on the client like this
6 Months Ago
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
6 Months Ago
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
6 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
6 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
6 Months Ago
Wrong docs
6 Months Ago
Use enum for now
6 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
6 Months Ago
Initial experiment with networked Model Physics
6 Months Ago
Query game package MaxPlayers when creating a lobby
6 Months Ago
Query pos/rot directly
6 Months Ago
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
6 Months Ago
Independently Interpolated Transform Parts + Other Fixes (#1577)
6 Months Ago
Namespace
6 Months Ago
Final touches
6 Months Ago
Call transformchanged in clearinterp
6 Months Ago
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
6 Months Ago
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
6 Months Ago
Everything in this branch - cleanup
6 Months Ago
6 Months Ago
Happy with this
6 Months Ago
GameTransform.FixedUpdateInterpolation (bool) (def: true)
6 Months Ago
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
6 Months Ago
Holy... have I done it?
6 Months Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Wrapped method resume will get async keyword when wrapped method has it Fix tests Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855 Rigidbody interpolation mode (def: Interpolate)
6 Months Ago
Queued msgs test
6 Months Ago
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
6 Months Ago
Fix tests
6 Months Ago
Wrapped method resume will get async keyword when wrapped method has it
6 Months Ago
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Merge branch 'master' into networked-model-physics
6 Months Ago
Initial experiment with networked Model Physics
6 Months Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
6 Months Ago
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
7 Months Ago
Fixes to restore some old and intended behavior, additional documentation
7 Months Ago
This shiz is confusing - try this
7 Months Ago
Test
7 Months Ago
Some interp fixes
7 Months Ago
Initial commit
7 Months Ago
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
7 Months Ago
Only query if not empty
7 Months Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
7 Months Ago
Some clearer documentation
7 Months Ago
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
7 Months Ago
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
7 Months Ago
Tidy up
7 Months Ago
Early out / cut nesting
7 Months Ago
Restore the old filter here even if e.Resume() throws
7 Months Ago
Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
7 Months Ago
FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
7 Months Ago
Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update