224,804 Commits over 3,714 Days - 2.52cph!

52 Days Ago
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
52 Days Ago
Also unregister/register sync properties accordingly when GameObject id changes
52 Days Ago
Null checks in RefreshContacts And some more Allow turning off sound air absorption, turn it off on 2d sounds by default Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Merge branch 'master' into snapshot-refresh
52 Days Ago
Izabu: Don't try to destroy null proxy
52 Days Ago
It goes here
52 Days Ago
Squashed commit of the following: commit 47efeaea0bb81576b52ff4d89a54ee7af5fdc388 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:52:12 2024 +0000 Don't do on the root though save that for the multi-comp PR commit 76e46e982b6a4c8ead92ecc885d1f749ec395b92 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:51:20 2024 +0000 When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table commit 18afc037988b12788b42f248370388cde0902e58 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:18:25 2024 +0000 Use Id not __id as that is what was settled with for Component Ids commit b7c1219ae1446ed68cec1097c4ab1303d26540f4 Merge: 7ae3c58036 776383e111 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:16:11 2024 +0000 Merge branch 'master' into snapshot-refresh commit 7ae3c580369d949873ad17a074e5e46b2b11d5a5 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:14:00 2024 +0000 Revert comp ids on this branch commit 646c24eecde1a02bf245e29b37f7829fa2ee3426 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 20:10:27 2024 +0000 Fix refresh for bones commit cae184ca981106f4a8ae36dd9047cebe372904c9 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 19:31:16 2024 +0000 OnRefresh commit bfe4c11914f8ec7b823a86efb12c31936e3e7de4 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 18:24:43 2024 +0000 Serialize id properly commit 1bc68fc59d9705669cad886f29509be9eda7af9c Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:46:18 2024 +0000 Component id + prune those for refresh as well commit 273b8af9cc310bfc762be3c72874b9678b73fe6e Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:14:56 2024 +0000 Initial commit It goes here
52 Days Ago
Undo this bit
52 Days Ago
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
52 Days Ago
Include latest table snapshot with full refresh. Update to support __guid
52 Days Ago
Skin picker mouse wheel scroll is now 3x as fast
52 Days Ago
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in 94124.
52 Days Ago
Sorted test map so boat outer patrol paths can be generated properly
53 Days Ago
Subtract 93971. Seeing if we can do this another way.
53 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c#
53 Days Ago
fixed crate_basic and crate_underwater_basic size issues fixed them also having duplicate materials for no reason on LOD0
53 Days Ago
Register and unregister Sync properties for child gos/comps appropriately
53 Days Ago
added addtional switch to mp5 to fix the missing fire selector on right side of mp5 game is now playable
53 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
53 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Merge branch 'master' into multi-comp-synvar
53 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
53 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
53 Days Ago
Refactor what packets are ordered into `PacketOrdering.cs`
53 Days Ago
More WIP
53 Days Ago
53 Days Ago
Added "Alpha Dither" toggle to "Rust/Standard" shader, which replaces Alpha Cutoff, to allow smooth alpha fades/transitions when using Cutout rendering mode
53 Days Ago
Reimplement packet ordering inside `NetWrite.PacketId()` so it doesn't require a breaking change
53 Days Ago
Cherrypick CS 92789
53 Days Ago
Reapply CS 92766 without the StartWrite( PacketId ) change
53 Days Ago
Merge from main -> full_server_demos
53 Days Ago
Fix some more fields only present on CLIENT - BasePlayer - MarketPlace - Demos - DemoItem - BaseEventUI - CardGameUI
53 Days Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
53 Days Ago
Fix server compile error (keep door trigger box serializable)
53 Days Ago
Set hitbox surface
53 Days Ago
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix
53 Days Ago
Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not
53 Days Ago
Fix merge addition in Door.cs
53 Days Ago
test export
53 Days Ago
Merge from main -> editor_compare_client_server_fields
53 Days Ago
merge from io_entity_snapping/button_fix
53 Days Ago
merge from full_server_demos
53 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one.
53 Days Ago
merge from fix_demo_threaded_networking
53 Days Ago
Initial patrol state, editor Need to do a proper rewrite of the actor movement stuff before this works properly though. We should be sharing a lot of code here rather than re-writing the same thing across multiple states, and ideally we should be able to queue up positions to move to. https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
53 Days Ago
merge from localization_tools
53 Days Ago
Fixed IO button bounds mismatch
53 Days Ago
Merged main to io_entity_snapping
53 Days Ago
merge from fix_flex_manager_spam
53 Days Ago
merge from tutorial_island
53 Days Ago
fix for elite loot crate missing its bottom face
53 Days Ago
Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too