userConnacancel

4,788 Commits over 1,371 Days - 0.15cph!

4 Months Ago
Pack them up
4 Months Ago
Remove for comparison
4 Months Ago
Compress test
4 Months Ago
Stash all this work so I can make ubre happy Stash this as well first Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone ++ Logs No wonder this wasn't getting received Don't log these now Test Remove this now Go on server time Test More tests Some cleaning
4 Months Ago
Some cleaning
4 Months Ago
More tests
4 Months Ago
Test
4 Months Ago
Go on server time
4 Months Ago
Remove this now
4 Months Ago
Test
4 Months Ago
Don't log these now
4 Months Ago
No wonder this wasn't getting received
4 Months Ago
Logs
4 Months Ago
++
4 Months Ago
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
4 Months Ago
Only run logic in SceneNetworkSystem.OnBecameHost if scene is valid - we could just be in a lobby/party but not in-game
4 Months Ago
Stash all this work so I can make ubre happy Stash this as well first
4 Months Ago
If GameObject isn't valid when trying to call an RPC, call the method anyway but only if we can determine that we have permission to do so - this way we can ensure RPC methods are still not called when they shouldn't be for any given user. (Fixes Facepunch/sbox-issues#6270)
4 Months Ago
Fixed an issue where if you're Small Fish and disconnect yourself from a created lobby immediately by calling GameNetworkSystem.Disconnect in OnLoad, a TCP socket would remain open preventing you from starting a lobby again. This is because Disconnect is called before the asynchronous method CreateLobbyAsync has finished, so it goes and adds/creates new sockets that never get closed.
4 Months Ago
Stash this as well first
4 Months Ago
Stash all this work so I can make ubre happy
4 Months Ago
No need to store as Base64 encoded string anymore
4 Months Ago
Use discard var here
4 Months Ago
Fix this formatting :(
4 Months Ago
Refactor to use Component.INetworkSnapshot for sending initial world data
4 Months Ago
Idea for custom writing / reading data to snapshot per component (if it overrides those methods) Some docs Explicit ISnapshotWriter interface Read snapshot immediately - no need for this prop Dispose ByteStream properly Rename to INetworkSnapshot Component.INetworkSnapshot - improve some docs
4 Months Ago
Component.INetworkSnapshot - improve some docs
4 Months Ago
Idea for custom writing / reading data to snapshot per component (if it overrides those methods) Some docs Explicit ISnapshotWriter interface Read snapshot immediately - no need for this prop Dispose ByteStream properly Rename to INetworkSnapshot
4 Months Ago
Rename to INetworkSnapshot
4 Months Ago
Dispose ByteStream properly
4 Months Ago
Read snapshot immediately - no need for this prop
4 Months Ago
Explicit ISnapshotWriter interface
4 Months Ago
Some docs
4 Months Ago
Set Orphaned Mode on the Cue to Host Do the same for other runtime spawned network objects
4 Months Ago
Fix IsValid logic
4 Months Ago
Remove random using statement
4 Months Ago
Added VoxelChangeListener. Listen for modifications within any volume. Added TestListenerComponent
4 Months Ago
Use block type icon and tint color for inventory icons if applicable
4 Months Ago
Add items for the 4 current block types
4 Months Ago
Blocks must specify item type if want to drop
4 Months Ago
Fixed position for dropped block
4 Months Ago
Fixed block item temp world model
4 Months Ago
Fixed some issues in hotbar
4 Months Ago
Get rid of BlockItem - do it another hacky way for now, solve this problem of multiple item types later Fix
4 Months Ago
Add BlockItem. Make some stuff in Item virtual. Add Item.Name (virtual). Can use BlockItem.Create( Block, int ) to create a block item.
4 Months Ago
Add [JsonIgnore, Hide] to BlockToIndex
4 Months Ago
Remove AllowedTools in favor of a GatherSourceKind (MaterialKind) on the Block defintion. Remove MinimumEffectiveness from the defintion too as it'll be unused in Zik's damage system
4 Months Ago
Added Block types. Update to use Block references. Added Palette.GetBlockIndex( Block ). Blocks can define tags, a name, max health and breakable settings / damage scales - @Metapyziks will implement health / block damage with this stuff
4 Months Ago
Added [KeyProperty] Name to Palette entries
4 Months Ago
Make default temperature for a Biome asset be 0.5 instead of 0