userConnacancel

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

10 Months Ago
Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom
10 Months Ago
When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value
10 Months Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
10 Months Ago
10 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
10 Months Ago
Allow owner transfer changing from current owner
10 Months Ago
Owner can always drop ownership
10 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
10 Months Ago
Documentation fixes
10 Months Ago
NetworkAccessor.SetOwnerTransfer method
10 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
10 Months Ago
Remove this for now, sus is later
10 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
10 Months Ago
Default CanSpawnObjects to true for now
10 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
10 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
10 Months Ago
Copy tags from GameObject for Legacy Particle System -> SceneObject In ParticleSpriteRenderer make sure we copy over tags from the GameObject to the SceneObject Internal ReadOnlyTagSet Parse kv tags into ObjectEntry.Tags and use them in SceneMapLoader to set any created sceneobject tags Copy tags from SceneObjects to MapObjectComponent GameObject Add some default tag from Hammer, light, text, particles Fix NRE Set some default tags for Particle and Light and Skybox components Better light tags
10 Months Ago
CanSpawnObjects settable only by the host
10 Months Ago
Make it CanSpawnObjects
10 Months Ago
Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority
10 Months Ago
Clear watcher var after dispose
10 Months Ago
Fix tests
10 Months Ago
Fixes Facepunch/sbox-issues#4725 - Fixes a bunch of issues with SCSS hotloading. Style sheets weren't actually being removed when deleted or changed. Clear previously loaded style sheets properly on hotload. Properly update when stylesheet is added after it had tried to be loaded before.
10 Months Ago
Add GetPlayer (by slot) and separate internal player list and players enumerable
10 Months Ago
Change lobby time temp. Comment out respawn effect for now Use BombRoyale.Players where possible. Fix IResettable. Make AddPlayer method instead
10 Months Ago
Change mount logic in OnPostCompileFinished, call SceneMap.OnMapUpdated regardless. Make async and add short delays
10 Months Ago
Player movespeed based on disease. Initial bomb vars Keep list of players by slot to avoid using Scene.GetAllComponents all the time. Fully update PlayerCard
10 Months Ago
Initial health system, respawn logic
10 Months Ago
Update active state on OnAwake instead so can set initial vars immediately
10 Months Ago
Fix timeleft Set initial lobby time to 30s
10 Months Ago
Hide pickups if player is isvalid Add better state system
10 Months Ago
Fixed FileSystem.NormalizeFilename changing \ to // in paths instead of to /. This fixes hotloading of .scss files in regular razor Panel (PanelComponent was fine)
10 Months Ago
Add Round Add base round states / winner props Add round display hud integration Add @attribute StyleSheet for all panels Update round display when time or round name changes Change hud screen scale. Port over old chatbox Clamp time left Fixed fonts (use proper name not file name)
10 Months Ago
Give 'em some clothes
10 Months Ago
Player spawns Camera, Movement, Spawning, ScreenShake Port
10 Months Ago
Bomb prefab, game manager component Player prefab
10 Months Ago
Make breakable, block into prefabs. update scene to link all the objects to prefab Bombable Add bombable comp Update shader to what I think is right now
10 Months Ago
Make Hud PanelComponent - fix Lobby UI Initial work to convert vmap to scene
11 Months Ago
Lobby page
11 Months Ago
Convert UI first, comment out loads of stuff that doesn't exist yet
11 Months Ago
Initial commit
11 Months Ago
Getting closer maybe
11 Months Ago
Stash
11 Months Ago
Stash
11 Months Ago
NetList, NetDictionary (#1447) * Initial commit * Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. * Add some exception handling * Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update * Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary * Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed. * Add appropriate unit tests * Fix for hashcode * INetworkCustom. Add tests for NetList, NetDictionary. * Add example usage * Better formatting
11 Months Ago
Initial commit Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. Add some exception handling Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed. Add appropriate unit tests Fix for hashcode INetworkCustom. Add tests for NetList, NetDictionary. Add example usage Better formatting
11 Months Ago
Stash