19,538 Commits over 3,990 Days - 0.20cph!
Add a spinner to test network jitter
PhysicsTraceBuilder ignores ITagSet if null
Tweak TcpChannel so it doesn't choke
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
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
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
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
Nicer network status, dropdown menu
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
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
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
Disconnect when play stop
Lobby list scene
More global usings
Component to automatically create a lobby
This can be neater now Conna fixed that stuff
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
Don't update physics position from physics if we're a proxy
RPC poc
RPC attribute POC
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.
Network object destroy, destroy leaving client's objects
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.
Consolidating network messages
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
Components can send network data
Fix ByteStream when writing string
Add ByteStream.ReadByteStream
Cleanup
Scene take focus when clicking
Show network status in heirarchy
Don't include networked objects in scene snapshot
Time fixes
Add TextRenderer component
Fucked it
Squash commit of VR components from vr branch
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Make component list scrollable
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Add Move Up/Move Down to component context menu
Add button to component header for context menu
Fix unused context menu eating a mouse click
Can debug draw Scene.PhysicsWorld with physics_debug_draw
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Merge branch 'main' into networking
Refactor so PlayerController works as before
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Remove drag tags when dropping into scene
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)