userConnacancel

4,789 Commits over 1,371 Days - 0.15cph!

6 Months Ago
Check if sound handle is valid
6 Months Ago
Scene might be null - store pawn in var
6 Months Ago
Body might be null, component list might be null
6 Months Ago
Add more ? everywhere
6 Months Ago
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
6 Months Ago
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
6 Months Ago
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
6 Months Ago
Clearer exceptions
6 Months Ago
Use Network.Active check to determine if we should network spawn or assign ownership
6 Months Ago
Ensure we properly network ownership changes during network orphaned actions
6 Months Ago
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
6 Months Ago
Closes Facepunch/sbox-issues#5566
6 Months Ago
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
6 Months Ago
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
6 Months Ago
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
6 Months Ago
Fix issue with new local instance on "local" package to do with small network files
6 Months Ago
Reapply changes from old branch Merge branch 'master' into net-model-phys Network body type as well Fixed logic for motion enabled and root only networking
6 Months Ago
Fixed logic for motion enabled and root only networking
6 Months Ago
Network body type as well
6 Months Ago
CustomEditorAttribute now orders by number of parent classes so most relevant editor is always found. Resolves Facepunch/sbox-issues#5647 Merge branch 'master' into net-model-phys
6 Months Ago
Reapply changes from old branch
6 Months Ago
Remove from interpolation system on GameObject destroy
6 Months Ago
Add hc1_hide_flashbang_overlay
6 Months Ago
If value is already IPingReceiver we don't need to search the hierarchy
6 Months Ago
It's possible for Components to be null if a Component is no longer valid (GameObject = null)
6 Months Ago
Only the host should handle trigger enter logic in Extractionpoint
6 Months Ago
Pass in IPingReceiver id if exists into Ping RPC - check if passed target value is valid in setter
6 Months Ago
No need to have multiple screen panels here
6 Months Ago
Initial flashbang prefabs Flashbang Effect component stub Basic overlay + bloom effect Extra effects Dsp (use weird.4 for now?) Only apply flashbang effects if we see the flashbang Sound effect Explode sound Fix resume of flashbang effect Add freeze frame overlay to flashbang Capsule flashbang collider Merge pull request #128 from Facepunch/flashbang Flashbang
6 Months Ago
Capsule flashbang collider
6 Months Ago
Fix resume of flashbang effect Add freeze frame overlay to flashbang
6 Months Ago
Explode sound
6 Months Ago
Sound effect
6 Months Ago
Flashbang Effect component stub Basic overlay + bloom effect Extra effects Dsp (use weird.4 for now?) Only apply flashbang effects if we see the flashbang
6 Months Ago
Initial flashbang prefabs
6 Months Ago
Fix most of the UI
6 Months Ago
Call TransformChanged() once again in InterpolateFixedUpdate Clear pending updates in SceneNetworkUpdate too Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
6 Months Ago
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604) * Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes * Do GetHashCode this way * Initialize CollisionRules * Handle small network files from different file systems this way? * Fix * Fix documentation * Reset config files * Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system * Fix - but obviously it can't be done this way it's absolutely awful * Add all files from network when mounting on client side * Method name update * Remove some duplication * Cleanup * Fix inverted condition * Unnecessary arg * ToHashCode * ReadWithFallback will return new T() if package is null too * Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically * Call ProjectSettings.Reset in ResetEnvironment * Clean up * Swap these
6 Months Ago
Swap these
6 Months Ago
Clean up
6 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
6 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
6 Months Ago
ReadWithFallback will return new T() if package is null too
6 Months Ago
ToHashCode
6 Months Ago
Unnecessary arg
6 Months Ago
Fix inverted condition
6 Months Ago
Cleanup
6 Months Ago
Remove some duplication
6 Months Ago
Method name update
6 Months Ago
Add all files from network when mounting on client side