userConnacancel

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

5 Months Ago
Initial commit Call flush here Don't set to connected until Activate Undo that Flush for source here too Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast By default queuedUntilState is null Remove debug logs Use new ByteStream( data ) instead of create w/ length then write Optimization to remove queues when no longer required (cheers Ziks)
5 Months Ago
Optimization to remove queues when no longer required (cheers Ziks)
5 Months Ago
Use new ByteStream( data ) instead of create w/ length then write
5 Months Ago
Remove debug logs
5 Months Ago
By default queuedUntilState is null
5 Months Ago
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
5 Months Ago
Flush for source here too
5 Months Ago
Undo that
5 Months Ago
Call flush here Don't set to connected until Activate
5 Months Ago
Initial commit
5 Months Ago
More tests
5 Months Ago
More logs
5 Months Ago
Take this delta
5 Months Ago
Some logging
5 Months Ago
Test
5 Months Ago
Check if sequence contains elements
5 Months Ago
Test
5 Months Ago
Test branch
5 Months Ago
Remove BytePack.ISerializer from Connection for now - need to solve something first
5 Months Ago
Oops remove this log
5 Months Ago
Initial commit for Network Priority for Network Objects. The idea is that you can mark a networked object as Low, Medium or High (default) network priority, this will dictate how frequency updates are sent out about that object.
5 Months Ago
BytePack.ISerializer implementation for Connection. Also make sure we clear Connection._mockConnections on ResetEnvironment because I think this dictionary would never clear otherwise. Remove long-time unused net_lerptime ConVar.
5 Months Ago
Byte Pack Convert - Networked GameObject, Component, GameResource References (#1618) * Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject. * Add IBytePackConvert support to Component and GameResource * We should be able to null these out * Some comments on ConverterPacker to describe its use * Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?) * Makes sense to rename to SerializerPacker so it matches ISerializer * Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public * Add test for BytePack.ISerializer with MySerializedClass * Some minor doc change * Tidy
5 Months Ago
Tidy
5 Months Ago
Some minor doc change
5 Months Ago
Some comments on ConverterPacker to describe its use Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?) Makes sense to rename to SerializerPacker so it matches ISerializer Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public Add test for BytePack.ISerializer with MySerializedClass
5 Months Ago
We should be able to null these out
5 Months Ago
Add IBytePackConvert support to Component and GameResource
5 Months Ago
Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
5 Months Ago
Only serialize NetworkMode, NetworkInterpolation, NetworkOrphaned and OwnerTransfer in GameObject.Serialize if they are not their default values
5 Months Ago
Remove my log
5 Months Ago
Fixed kill command not working for non-host players - route through host
5 Months Ago
Fixed static Authority RPC checking permissions against the wrong attribute and messages should be sent to the host and not broadcast
5 Months Ago
It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
5 Months Ago
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
5 Months Ago
Inspector Advanced Network Settings (#1617) * Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png * Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized * Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select) * Move out to its own widget - this is gonna be a button that drops down for advanced network settings * Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode * Store current val outside scope * Modify style * Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 ) * Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
5 Months Ago
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
5 Months Ago
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
5 Months Ago
Modify style
5 Months Ago
Store current val outside scope
5 Months Ago
Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
5 Months Ago
Move out to its own widget - this is gonna be a button that drops down for advanced network settings
5 Months Ago
Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
5 Months Ago
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
5 Months Ago
Stash
6 Months Ago
Just use identity rot instead of trying to face hit dir
6 Months Ago
Much better spread + smoke extinguishes fire
6 Months Ago
Fire nodes... kind of better placeholder node effect Some temp sounds - make not buyable again
6 Months Ago
Initial Molotov Grenade prefab stubs Molotov references in prefabs + MolotovGrenade component stub with explode on collision Setup equipment Explode on impact properly. Fix a NRE in Crosshair AoE (shit rn) only explode if we land on a relatively flat surface, otherwise bounce Add AreaDamage component. Add Burn type damage. Take damage while in molotov AoE radius Disable buy for Molotov Cocktail for now, I wanna add fire spread plus the particle effect is shit right now
6 Months Ago
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png