userLayladcancel

7,538 Commits over 3,653 Days - 0.09cph!

5 Years Ago
Allow client to bypass steam auth if client with same steamid is already connected
5 Years Ago
Update Facepunch.Steamworks
5 Years Ago
Send username with the auth ticket to server
5 Years Ago
Hopefully fix server sending wrong entity netid to destroy
5 Years Ago
Don't call SteamClient.SteamId on server either
5 Years Ago
Don't call SteamClient.Name on server :/
5 Years Ago
fuck it, don't auth clients, see if that works
5 Years Ago
Try installing SteamUser events on server
5 Years Ago
comment out SteamNetworkingSockets.InstallEvents(true);
5 Years Ago
init steam client on dedicated
5 Years Ago
Revert "Revert "Fixed server not being listed on master server"" This reverts commit ac8983ee949501dec4a241e3494a57fa7cc61de3.
5 Years Ago
Revert "Fixed server not being listed on master server" This reverts commit c69b817d62fe90e17e748e190d055b7ee511ff20.
5 Years Ago
Try again
5 Years Ago
Revert "Update Facepunch.Steamworks" This reverts commit 84c41430fb5b3d02b0aec082436df98ff971e331.
5 Years Ago
Update Facepunch.Steamworks
5 Years Ago
Ignore add block broadcast on server (so listen server doesn't add twice)
5 Years Ago
Add voxel block on server before broadcasting it
5 Years Ago
Fix incorrect client count in client info message
5 Years Ago
Don't wait until next frame to start server on dedicated, this is only needed when running listen server
5 Years Ago
don't bother waiting for assets and gamemode to load on dedicated server, this is just for loading screens
5 Years Ago
Create gamemode entity after starting game on dedicated server
5 Years Ago
Try calling SteamClient.Init on dedicated server (probably fixed in later Facepunch.Steamworks update though)
5 Years Ago
Refresh addons before starting game on dedicated server, hopefully fixes gamemodes not being found
5 Years Ago
Replicate entity model with replicate attribute instead of RPC Remove functions to get assets from native, no longer used
5 Years Ago
Remove all unreal replication and interp code from base world entity and controllable entity Remove remaining unreal networking code Try to replicate static model entity's model import settings in managed instead of native Fix human player to work with new networking, use human player for block builder gamemode Add missing radius getter to sphere entity Don't send destroy entity message for non replicated entity Send destroy entity message after destroy events, gives entities chance to send any last messages Add IsRegistered to BaseNetworkable, this allows generated rpc and netvar code to bail if entity hasn't spawned yet Add naked version of citizen player model to cut down on load times when clothing isn't necessary Add velocity and flags to server move RPC, allows human player to sync animation with movement velocity and movement state
5 Years Ago
Move InterpolationHelper to C# Try to interp flying player movement Lerp view angles properly Move player movement replication and interpolation to BasePlayer. DefaultPlayer (basic flying player) uses client side movement replication by default.
5 Years Ago
Only log non zero netid Zero out entity data offset if length is zero
5 Years Ago
Get block builder gamemode working again. Fix non background loaded textures not applying to material. Only allow setting of Replicates on entity construction and before spawning Fix movement replication for block builder player Allow gamemodes to stall the loading screen read/write voxel spawn data Fix crash creating voxel map from serailized data Serialize entity spawn data in world state as offset and length into binary blob Allow client players to add blocks to voxel world
5 Years Ago
Don't load cubemaps in background, having issues with it
5 Years Ago
Replace networkable HasOwner with OwnerConnection, we care about the owning connection, not the direct entity owner
5 Years Ago
Also wait for assets loading in background before removing loading screen
5 Years Ago
await for huds to load before removing loading screen
5 Years Ago
Don't send netvar messages to host connection
5 Years Ago
Fix all gamemode compile errors after networking changes Move AssetRef read/write into their own class instead of BinaryReaderWriterEx Spawn menu system hud once and keep it around throughout the lifetime of game, show/hide when needed. Only load menu system addon once at startup instead of every time going back to main menu, makes leaving game faster async delay before starting server so that loading screen can show up straight away before any heavy loading is done Call client rpc directly if the networkable is owned by local connection
5 Years Ago
Remove unreal replication for light entities Make light properties replicated Allow assets to be replicated with asset references Fix NRE in AssetRef Allow asset refs to have their own serialization depending on asset type
5 Years Ago
Add client.connection.status command
5 Years Ago
Handle client disconnect reason (only server timed out for now)
5 Years Ago
Add nameplates to NetTest
5 Years Ago
Add LocalClient class to deal with anything needing UPlayerController (a single player controller only exists on the local client now, not for every client on server) BasePlayer has their own ViewAngles on the managed side but uses control rotation locally, this is so server can know player view angles without having a player controller Orientate test player model with ViewRotation
5 Years Ago
Drop connection if client isn't following protocol
5 Years Ago
Bail from RPC if the networkable doesn't have replication enabled
5 Years Ago
When calling server rpc directly, set rpc client to local
5 Years Ago
Add control rotation back, needed until we remove unreal player controller shite Call server rpc directly if has authority, Call client rpc directly if has no authority, Ignore multicast rpc if has no authority.
5 Years Ago
Player.ControlledByLocalClient handled by us instead of unreal Remove control rotation and location stuff from player Give players a replicated player state property. Send client info last so that client can create a local client object from local player state. Add very basic client side movement replication to test player
5 Years Ago
Use player state as player owner so that IsOwnedBy passes
5 Years Ago
Attach model to test player so I can see where people are
5 Years Ago
Removing testing replicated properties from BaseEntity
5 Years Ago
BasePlayer replicates by default
5 Years Ago
Possess player locally using a client RPC in player state
5 Years Ago
Destroy player on client leave Add/remove player state from world connection list when player state entity initializes or shutsdown