userGarry Newmancancel

19,202 Commits over 3,898 Days - 0.21cph!

1 Year Ago
Don't send empty chat
1 Year Ago
Give scenes title and description Scene ignore Lerp SceneNetworkSystem keep map name up to date Send a final update before dropping ownership List lobbies on menu, show scene descriptions
1 Year Ago
Lobby data is case insensitive
1 Year Ago
Fix console exception on close Lobbies have names
1 Year Ago
Move ObjectMessages to here
1 Year Ago
Can move these object messages of the main network system now More BytePack tests
1 Year Ago
Handle new packed rpc arguments Carrying tweaks
1 Year Ago
Simplify message handling Fix tcp sending out of order
1 Year 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
1 Year 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
1 Year Ago
GameObject inspector header cleanup
1 Year Ago
Refactoring
1 Year Ago
Clean RPC system, ownership taking, renouncing
1 Year Ago
Fix warning Make BytePack internal, expose functionality via TypeLibrary Add a LocalChannel for local Rpc calls
1 Year Ago
NetworkTable foundations
1 Year Ago
Add a spinner to test network jitter
1 Year Ago
Chat UI component
1 Year Ago
PhysicsTraceBuilder ignores ITagSet if null Tweak TcpChannel so it doesn't choke
1 Year Ago
Fixed lerp stomping IsProxy checks for parent NWO Define network frequency in scene, allow network transforms to extrapolate PhysicsComponent read/write physics velocities GameTagsControlWidget create a TagSet is null IkReachOut ignore collision layer Allow keyframe proxy colliders twice as much time to arrive
1 Year 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
1 Year Ago
Name tweaks
1 Year Ago
Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Merge branch 'main' into networking Keep deserializing when component missing Don't serialize default values in GameObject NetworkObject isn't a component, add checkbox for networking to go
1 Year Ago
Add GameNetworkSystem.IsHost, IsClient
1 Year Ago
Should fix startup errors some people are suffering
1 Year Ago
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
1 Year Ago
Add EditorUtility.Network Package updates Manually disconnect each connection on server disconnect
1 Year Ago
Nicer network status, dropdown menu
1 Year Ago
More Pod types in BytePack Separate BytePack tests BytePack supports List<t> Support lists/arrays of strings
1 Year 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.
1 Year Ago
Fix EditorWindow disabled Resample startup image so it's not all pixelly on high dpi monitors
1 Year Ago
Clean editor startup Splash screen is a real window, restores its position Welcome Screen remembers its position
1 Year Ago
Change screenshot filename format Make this warning a trace
1 Year Ago
Throw if chunkStream is null
1 Year Ago
Don't try to use SteamNetworkingUtils in unit tests
1 Year Ago
Don't self destruct proxies Don't draw text if there is no text Give players a nametag Set network instance to null when disposed Change cube launch angle
1 Year 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
1 Year 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
1 Year Ago
Disconnect when play stop Lobby list scene More global usings Component to automatically create a lobby
1 Year Ago
This can be neater now Conna fixed that stuff
1 Year 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
1 Year Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
1 Year 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
1 Year Ago
Arguments has to be a byte array
1 Year 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.
1 Year Ago
Network object destroy, destroy leaving client's objects
1 Year Ago
Network message cleanup
1 Year Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
1 Year Ago
Fix NREs
1 Year Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
1 Year 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.