6,973 Commits over 2,741 Days - 0.11cph!
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Switch to webview login if the custom tabs popup login fails
This should allow people with noncompliant Android browsers to login at the cost of losing the browser UI
Add wipe time to the map caching key
Should fix maps not updating after wipes sometimes
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Cherry pick everything (rip branch explorer)
More appropriate chat panel
Set up collisions on resource nodes
Lerp remote player movements
Updates to get things working
Hook up the player entity kind of so you can see other players now
Hook up a dummy spawn point entity to stop that missing prefab error
Use the correct default branch when downloading gamemodes from github and no branch was specified in the URL
Manually lazy init the skin approval list (no more static constructor)
Catch and log exceptions when building the approval list
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Add a WebSocket class (#5)
* Add a WebSocket class
* Add comment docs
Add try catches around event handler calls
* Make WebSocket sealed
Avoid NREs in WebSocket.IsConnected
More reliable dispose check
Make WebSocket sealed
Avoid NREs in WebSocket.IsConnected
More reliable dispose check
Add a WebSocket class
Add comment docs
Add try catches around event handler calls
Add comment docs
Add try catches around event handler calls
Use Sandbox.WebSocket instead of the raw .NET one
Remove EditorLogin
Close channels a bit more eagerly
Put cancellation in where channels may get blocked up
Add some tests for parsing :not()
Fix possible NRE in ReflectionExtensions.HasBaseType
Fix CSS parser not parsing ":not(:last-child)" properly
Mostly working floating world origin
Fix seams between chunks
Add distance fog
Fix lighting weirdness
Get player movement working
DebugInfo panel
Updates to get sbox working
Include some neighbor heightmap data in chunks for getting rid of seams
Make Vector2, Vector3, and Vector4 readonly structs
This will probably break some things
Will be switching more soon
Add reference to Sandbox.Hotload when compiling addons (for the callbacks)
Log when an unhandled exception occurs because it will sometimes kill the process (eg in finalizers)
Moved async-related whitelist to its own file
Whitelist a bunch of stuff:
* System.Threading.Channels
* System.IO.Compression (deflate and gzip streams)
* System.Collections.Immutable
* other random stuff
Fix modreq and modopt types erroring when checking addon access
Update README.md
Fixed line 7 "to attach" repeating twice.
Merge pull request #1 from Coocla33/patch-1
Update README.md
Update Unity client to confirm things still work
Mark more stuff as NetSerialized
Kill JSON
Swap out the TCP server for a WebSocket server
Support serializing byte[], ImmutableList, and ImmutableDictionary
Some bug fixes
Codegen loads the project with MSBuild so it has proper type info
Add support for List<T> serialization
Refactor to support deserialize instantiating using a constructor
Support Nullable<T>
Refactoring a ton of stuff to work with s&box
* Got rid of unsafe code in compression utils
* Replaced Guid use with a custom Uuid class because using Guids required Unsafe
* WIP refactoring network serialization to use a codegen'd binary serializer instead of JSON because System.Text.Json can't do inheritance
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Addon.GetDependencies fixes - gets rid of a stack overflow crash
* citizen and rust now depend on nothing (previously only base depended on nothing)
* everything else depends on base, citizen, and rust