5,139 Commits over 1,583 Days - 0.14cph!
Fix engine convars not saving
Warnings as errors in PRs to match main CI
Remove PartyLobby (it's all broken, lets remove it and re-implement when we implement it)
Reset launch args when joining a server
Join active session by default, on map list
Make steam's richPresence kind of work
Move GameNetworkSystem.QueryLobbies to Networking.*
Don't initialize Id and Ip sockets yet, it's gonna cause confusion
Set the lobby map name better
Add GameObject.Network.OwnerConnection
Extract VoiceManager from VoiceComponent
Add Application.IsMicrophoneListening, IsMicrophoneRecording
Mic overlay
CharacterController Sync vars don't have to be query now we have codegen
NetworkHelper respawn will auto use SpawnPoint components if available
Default fps_max to 200 instead of unlimited
When calling SetMaterialOverride with a null texture, remove just that entry instead of clearing
Fix conversion errors when setting FieldDescription value
Fix NRE in MapSelectButton
Fix NRE when joining local. package game
Add Component.INetworkSpawn - calls with owner when a GameObject is network spawned
Fix not network spawning
Spawn point gizmo tweaks
Better define what happens when host leaves (destroy their shit)
Tweak network transform lerp
Add PhysicsBody.SmoothRotate
Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars
Connection.Local.IsHost should make the right noises now, fixed some id confusion
Update parent and owner during network updates
Remove Game.Server
Delete EngineRpc
Add Networking.FindConnection
Draw owner next to GameObject
Give players a unique display name when joining (if there's a clash)
Fix GameObject.Clone not setting parent
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Use MakeDirty in a bunch of places, now we can
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
New native sentry dsn so we don't get entity branch errors
Don't report shutdown exceptions (proper)
Remove unused codegen units
Update CodeGen.Targets
Codegen Engine assemblies (#1438)
Tweak, generated files go in obj/.generated - which is better because a lot of the time find already ignores obj folder
Add CodeGen.Targets
Added CodeGen project
Codegen processes whole project, copies to .generated
Don't compile CodeGen.exe into root
Fix warnings in generated code
Try to avoid reporting errors on shutdown - because there's a billion of them
Extra logging when out of order connect
Try to enforce a single voice recorder
Fix steam lobbies not networking
Check for null in GetRepresentativeTextureSize (speculative fix)
Handle stack overflows in a different thread
Fixed most common exceptions
Fix null strings thinking they're not strings
Can call SetBodyGroups on ModelRenderer before it's enabled
Add Connection.GetUserData
Add ClothingContainer.Apply( SkinnedModelRenderer )
When calling network broadcasting, can specify minimum connection state
Connection.DisplayName, SteamId is via ConnectionInfo
Reduce network debug output
Remove ConnectionInfo on disconnect
Send current game ident with errors
Assert if part of the modelcollider is invalid
Network Protocol++
Lobby list is more useful
Set Application.GameIdent without the #local
Add network protocol to lobbies
Add StringTable.OnSnapshot
Add UserInfo network string table
Fix component members without source info being ordered randomly
Give Voice Transmitter a few more options
Nicer errors if trying to RPC unsupported values
Fix tags not always getting applied to scene objects
Members with [Expose] are always exposed
BytePack dictionary support + tests
Fix network message chunking not actually doing shit
Tweak string table initialization
Unit test validate StringTable
SceneUtility.Instantiate becomes gameobject.Clone( ... )
Don't leave the server when joining