userGarry Newmancancel
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3,124 Commits over 1,338 Days - 0.10cph!

5 Months Ago
Fix console exception on close Lobbies have names
5 Months Ago
Can move these object messages of the main network system now More BytePack tests
5 Months Ago
Simplify message handling Fix tcp sending out of order
5 Months Ago
BytePack support TypeLibrary types Fix PropertyDescription sometimes setting twice Remove NetworkSerializer, build it into NetworkSystem Remove MemoryPack Clear Typelibrary's BytePack on assembly changed
5 Months Ago
BoolControlWidget support custom icons Add descriptions to tooltips on ControlSheet Don't try to load local packages when joining server Fix potentially adding null NativeMemoryBlock to pool
6 Months Ago
Fix warning Make BytePack internal, expose functionality via TypeLibrary Add a LocalChannel for local Rpc calls
6 Months Ago
NetworkTable foundations
6 Months Ago
PhysicsTraceBuilder ignores ITagSet if null Tweak TcpChannel so it doesn't choke
6 Months Ago
Replace NamedPipe with Tcp, which I should have probably done in the first place and would have saved me about 6 hours of bullshitting around
6 Months Ago
Add GameNetworkSystem.IsHost, IsClient
6 Months Ago
Should fix startup errors some people are suffering
6 Months Ago
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
6 Months Ago
Add EditorUtility.Network Package updates Manually disconnect each connection on server disconnect
6 Months Ago
More Pod types in BytePack Separate BytePack tests BytePack supports List<t> Support lists/arrays of strings
6 Months Ago
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining" This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.
6 Months Ago
Fix EditorWindow disabled Resample startup image so it's not all pixelly on high dpi monitors
6 Months Ago
Clean editor startup Splash screen is a real window, restores its position Welcome Screen remembers its position
6 Months Ago
Change screenshot filename format Make this warning a trace
6 Months Ago
Throw if chunkStream is null
6 Months Ago
Don't try to use SteamNetworkingUtils in unit tests
6 Months Ago
Dispose GameNetworkSystem on shutdown Only create NamedSocket if in editor Loading screen, smoothing connection process Loading screen cancel button, force show cursor when loading screen is active
6 Months Ago
Lobby socket basics Connecting via lobby works Lobby joining Allow host status to change Functions to query lobby list, connect to one, disconnect Remove JoinOrCreateLobby
6 Months Ago
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess More BytePack game var types
6 Months Ago
BytePack ByteStream faster System.Array writing Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it ) Merge branch 'master' of sbox
6 Months Ago
Arguments has to be a byte array
6 Months Ago
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window Flagged because this might cause some unforeseen issues.
6 Months Ago
Network message cleanup
6 Months Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
6 Months Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
6 Months Ago
Just for sanity, lets assert that we're the critical Qt stuff in the main thread There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
6 Months Ago
Fix UISystem exceptions on startup Stop using Json for network messages Lock messaging down These network messages should be raw and uncomplicated, so lets do that
6 Months Ago
Fix ByteStream when writing string Add ByteStream.ReadByteStream Cleanup
6 Months Ago
Fix console cursor
6 Months Ago
Add PhysicsShape.Tags
6 Months Ago
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
6 Months Ago
PhysicsGroupDescription parts expose the of each Surface sub-part
6 Months Ago
Don't call resource changed callback if interop isn't loaded
6 Months Ago
Move resourcesystem into engine Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded Remove old "model reloaded" callback (was called from client/server) Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
6 Months Ago
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
6 Months Ago
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
6 Months Ago
Can multiply colors together
6 Months Ago
Enum control closes when you select an option
6 Months Ago
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
6 Months Ago
Include sheet_sampling.fxc
6 Months Ago
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls. Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
6 Months Ago
TypeSerializedObject updates its properties when it detects a change Cleanup, NRE fixes Implement GroupName in TypeSerializedObject Add GroupAttribuite, ToggleGroupAttribuite Add ability to add sub-layouts to control sheet
6 Months Ago
Fix FindIntEditInfo returning junk if not set Tag texture sheets and animated sheets, so we can filter them in the asset browser Rebuild a bunch of textures to get the new ints in them Start access to sequence info, ready for someone else who isn't me to finish
6 Months Ago
Add SceneDynamicObject
6 Months Ago
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
6 Months Ago
Always use texture hookup thread pool instead of trying to use the shared thread pool