5,124 Commits over 1,552 Days - 0.14cph!
Fix console exception on close
Lobbies have names
Can move these object messages of the main network system now
More BytePack tests
Simplify message handling
Fix tcp sending out of order
BytePack support TypeLibrary types
Fix PropertyDescription sometimes setting twice
Remove NetworkSerializer, build it into NetworkSystem
Remove MemoryPack
Clear Typelibrary's BytePack on assembly changed
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
Fix warning
Make BytePack internal, expose functionality via TypeLibrary
Add a LocalChannel for local Rpc calls
PhysicsTraceBuilder ignores ITagSet if null
Tweak TcpChannel so it doesn't choke
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
Add GameNetworkSystem.IsHost, IsClient
Should fix startup errors some people are suffering
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
Add EditorUtility.Network
Package updates
Manually disconnect each connection on server disconnect
More Pod types in BytePack
Separate BytePack tests
BytePack supports List<t>
Support lists/arrays of strings
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.
Fix EditorWindow disabled
Resample startup image so it's not all pixelly on high dpi monitors
Clean editor startup
Splash screen is a real window, restores its position
Welcome Screen remembers its position
Change screenshot filename format
Make this warning a trace
Throw if chunkStream is null
Don't try to use SteamNetworkingUtils in unit tests
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
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
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
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
Arguments has to be a byte array
🚩 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.
Remove left over resourcesystem references
Remove SceneSystemQtApp so they never get used
Guard against re-entrant calls into Qt's processEvents
Fix splash screen closing before loading finished
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.
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
Fix ByteStream when writing string
Add ByteStream.ReadByteStream
Cleanup
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
PhysicsGroupDescription parts expose the of each Surface sub-part
Don't call resource changed callback if interop isn't loaded
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)
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
Can multiply colors together
Enum control closes when you select an option
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
Include sheet_sampling.fxc
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
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
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
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
Always use texture hookup thread pool instead of trying to use the shared thread pool