243,557 Commits over 3,898 Days - 2.60cph!
Also unregister/register sync properties accordingly when GameObject id changes
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
Izabu: Don't try to destroy null proxy
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
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
Include latest table snapshot with full refresh. Update to support __guid
Skin picker mouse wheel scroll is now 3x as fast
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in
94124.
Sorted test map so boat outer patrol paths can be generated properly
Subtract
93971. Seeing if we can do this another way.
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#
fixed crate_basic and crate_underwater_basic size issues
fixed them also having duplicate materials for no reason on LOD0
Register and unregister Sync properties for child gos/comps appropriately
added addtional switch to mp5 to fix the missing fire selector on right side of mp5
game is now playable
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable
Don't trace disabled bodies
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
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
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
Refactor what packets are ordered into `PacketOrdering.cs`
Added "Alpha Dither" toggle to "Rust/Standard" shader, which replaces Alpha Cutoff, to allow smooth alpha fades/transitions when using Cutout rendering mode
Reimplement packet ordering inside `NetWrite.PacketId()` so it doesn't require a breaking change
Reapply CS
92766 without the StartWrite( PacketId ) change
Merge from main -> full_server_demos
Fix some more fields only present on CLIENT
- BasePlayer
- MarketPlace
- Demos
- DemoItem
- BaseEventUI
- CardGameUI
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
Fix server compile error (keep door trigger box serializable)
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
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
Fix merge addition in Door.cs
Merge from main -> editor_compare_client_server_fields
merge from io_entity_snapping/button_fix
merge from full_server_demos
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.
merge from fix_demo_threaded_networking
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
merge from localization_tools
Fixed IO button bounds mismatch
Merged main to io_entity_snapping
merge from fix_flex_manager_spam
merge from tutorial_island
fix for elite loot crate missing its bottom face
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
Remove standing weapon rack from excluded list for Pickaxe