254,392 Commits over 3,990 Days - 2.66cph!
Make shortcuts very obvious by including them in tooltips
SceneTabList: middle mouse destroys scene session
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
Don't call Asset.Compile in parallel 🤦
Don't enable network GameObjects that are not enabled
player update. edited holster position for binoculars
merge from gnb_fix_mirror_fixes
Close context menu on line edit submit
Get rid of legacy code paths in DefaultUpgrader
v_rmr resolution change
9mm bullet texture update
5.56x45 Bullet added
https://files.facepunch.com/rickgreeve/305088549-03cb2be9-8e59-484e-9da9-17fb7f4a1c9a.png
merge from qol_pickafriend_color
merge from fix_pipe_tool_reconnect
merge from microphone_powerusage_fix
new version of military flame thrower viewmodel fbx
- mesh to setup and get started with anims
- textures not final
- no world models yet
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets
Formalize how Rigidbody attaches colliders, add tests
Deserialize GameObjects as disabled, and enable when all children and components are created
Tweak editor painting to avoid crash
Lauinching
Automatically call ClearReflectionCache when adding / removing assembly
Network Authority / Permissions (#1457)
* Can a connection create objects?
* Send network destroy even if DestroyImmediate is called
* Ownership authority flags
* Let GameObject have [Sync] too (test)
* Reorder enum, add [Expose]
* Change up logic for can create objects - only check if we have a source
* Default CanCreateObjects to true for now (this is current behavior)
* Initial implementatior for ownership authority
* Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
* Initial implementation of Rpc authority
* Remove a test log
* CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
* Make it CanSpawnObjects
* CanSpawnObjects settable only by the host
* Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
* Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
* Default CanSpawnObjects to true for now
* When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
* Remove this for now, sus is later
* CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
* NetworkAccessor.SetOwnerTransfer method
* Documentation fixes
* Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
* Owner can always drop ownership
* Allow owner transfer changing from current owner
Set saved gizmo settings way earlier, protect against stomping the settings instance
Fixes sbox-issues/issues/4888
Allow owner transfer changing from current owner
Added NodeLibrary.ClearReflectionCache()
Add support for CSS `font-smooth`
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
Owner can always drop ownership
Fix MultiSerializedObject propagating OnPropertyChanged
Facepunch/sbox-issues#4885
Call GameResource.PostReload() after saving to disk
Clears cached scene in PrefabFile
Facepunch/sbox-issues#4885
final alignment to the structure to match welds
moonpool and beams detailed greybox
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
Metal roof textures Update
NetworkAccessor.SetOwnerTransfer method
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
▅▉▇▇▊ ▍▊▅▇ ▉▉█▉▄▌▉▄▇_▍▇▊▅▆▉_▍▍▆▋
merged from keycard_color_fix
merge from wounded_map_fix
merged from workshoplightfix
merge from map_entity_load_fix
Don't just use ClassName to serialize types in ActionGraph
Fixed Facepunch/sbox-issues#4869
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
Added an AIInformationZone to Bradley. Added move/cover AI data points.
Toggle the AIInformationZone on/off with deployed status.
Assign the AIZ as a virtual AIZ to Scientists when spawning them.
Moved NPC position a little lower to avoid floating
Tutorial NPC now looks at player when they are in range
Leaderboard backup, run #9748
▌▄▍▋▆ █▆▄▌▅▊▄▆ ▋█▄▍▌ ▊▋ ▄▆▆ ▇▋▅ ▍▇▍▊▍ ▋▌▆▆▌▍▆ ▊▊▍▊ ▅▄ ▇█▄▆▆▆▄▍ ▍▊ ▉▊▌▉▄▄ ▉▍ ▄▆▅ ▍▆▄▉▊▄ ▋▆▍▋▇ ▅▅▄ ▇▄▊ ▄▋▉▍▋▆▋▉ ▍█ ▅▉▅▍▉▍▌ ▇▅ ▄▊▊▅ ▇▋▍▌▅
Allow for custom camera far clip distance as well. Reduce to 0.5m for roadsign gloves, to not show the rear glove.