userConnacancel

4,120 Commits over 1,127 Days - 0.15cph!

49 Days Ago
Initial commit to fix interp issues and ownership change
50 Days Ago
Make tracer come from muzzle if proxy
50 Days Ago
Hide VM camera for other players. When setting initial comp references, include disabled as setting from OnAwake
50 Days Ago
Don't serialize view models with the scene snapshot
50 Days Ago
Finally fixes Facepunch/sbox-issues#4716 - reloading Map Instance when recompiled in Hammer
50 Days Ago
Add support for expression bodied methods for CodeGen. Fixes Facepunch/sbox-issues#5025 Add test for expression bodied CodeGen method
51 Days Ago
When joing via new instance, Project.Current is null - this can break <style> because it can't get relative path of current file. Fix that by just using absolute path in that case. Remove unnecessary assert
51 Days Ago
USP VM
51 Days Ago
Fixed MP5 view model arms, and VMs now all good
52 Days Ago
Some work on updating Pool for newer networking stuff
54 Days Ago
Host can always drop ownership of a networked object Host can always network destroy a networked object
54 Days Ago
wasted 2 days on this, works-ish but absolutely horrific, stashing anyway
57 Days Ago
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
57 Days Ago
Determine fate of network objects when owner disconnects (#1463) * Can specify what happens to a network object when owner disconnects - don't love the naming * Unused usings * Some cleanup * DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
2 Months Ago
DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
2 Months Ago
Make it an interface
2 Months Ago
Correct order
2 Months Ago
Might not have an active scene
2 Months Ago
Remove this log
2 Months Ago
Bit cleaner perhaps
2 Months Ago
Testing something but its shit, stash it though
2 Months Ago
Some cleanup
2 Months Ago
Unused usings
2 Months Ago
Can specify what happens to a network object when owner disconnects - don't love the naming
2 Months Ago
Fixed Sync vars on derived component types not working
2 Months Ago
Host Sync Vars (#1462) * NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_) * 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 * 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 * Remove redundant call * Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty * Clarify comment * Let's call it HostSync * Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is * We can always set the property if network not initialized * Default HasControl to true for NetList/NetDictionary in-case not set
2 Months Ago
Default HasControl to true for NetList/NetDictionary in-case not set
2 Months Ago
Let's call it HostSync Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is We can always set the property if network not initialized
2 Months Ago
Clarify comment
2 Months Ago
Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
2 Months Ago
Remove redundant call
2 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
2 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
2 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_)
2 Months Ago
2 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
2 Months Ago
Allow owner transfer changing from current owner
2 Months Ago
Owner can always drop ownership
2 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
2 Months Ago
Documentation fixes
2 Months Ago
NetworkAccessor.SetOwnerTransfer method
2 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?
2 Months Ago
Remove this for now, sus is later
2 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
2 Months Ago
Default CanSpawnObjects to true for now
2 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
2 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
2 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
2 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
2 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