19,200 Commits over 3,898 Days - 0.21cph!
Don't try to init steam during unit tests (!)
Bootstrap more linearly
Fix unit tests
Remove unused
Bootstrap cleanup
More Bootstrap cleanup
hunch satisfied, fuck steamworks
Upload to default branch (not staging)
Fix NRE
more NetworkTable unit tests
Lift restrictions on Sync var types (it'll error now instead of silently ignoring)
Fix NRE
Split heartbeat message into ping and pong
Exception wrap INetworkListener calls
Move FriendsListModal
Map list right click menu
Fix NRE in ClothingContainer.Apply
Transition cards in
Remove unused
These updated after a full resource build
Package updates
Update packages
Fix loading screen not being interactive
Player Pusher - this doesn't feel like the best way to do this
String table, empty entry unit test
Split NetworkTest into Gun
Handle empty entry in StringTable
Don't try to multiple Term GameObjects
Differentiate between Network Root objects and network objects in tree
Fix network object serialization
Better errors when component deserialize errors
Don't network spawn disabled objects
When serializing network objects, don't include child network objects
Add ParticleModelRenderer
Move Prop to WorkInProgress
Move ParticleModelRenderer to WorkInProgress
Handle exceptions in Panel.FinalLayout
Add Model.Cube, Sphere, Error
Add Particle.Get, Set for storing extra data
Add ParticleEffect.OnParticleCreated, OnParticleDestroyed
Fix panel NRE
Send ClientReady after snapshot load
Fix not waiting for OnLoad when joining server
Trim debug output
Refactor SteamLobby
Update SteamLobbyConnection id from ConnectionInfo
Fix NRE when reporting project errors
We don't need to route EngineLoop.Exiting via native
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
Don't try to respawn other players on map load
Add text chat
Walk key works
Player tag
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)