243,557 Commits over 3,898 Days - 2.60cph!

8 Months Ago
Also unregister/register sync properties accordingly when GameObject id changes
8 Months 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
8 Months Ago
Izabu: Don't try to destroy null proxy
8 Months Ago
It goes here
8 Months 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
8 Months Ago
Undo this bit
8 Months Ago
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
8 Months Ago
Include latest table snapshot with full refresh. Update to support __guid
8 Months Ago
Skin picker mouse wheel scroll is now 3x as fast
8 Months Ago
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in 94124.
8 Months Ago
Sorted test map so boat outer patrol paths can be generated properly
8 Months Ago
Subtract 93971. Seeing if we can do this another way.
8 Months 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#
8 Months Ago
fixed crate_basic and crate_underwater_basic size issues fixed them also having duplicate materials for no reason on LOD0
8 Months Ago
Register and unregister Sync properties for child gos/comps appropriately
8 Months Ago
added addtional switch to mp5 to fix the missing fire selector on right side of mp5 game is now playable
8 Months Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
8 Months 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
8 Months 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
8 Months 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
8 Months Ago
Refactor what packets are ordered into `PacketOrdering.cs`
8 Months Ago
More WIP
8 Months Ago
8 Months Ago
Added "Alpha Dither" toggle to "Rust/Standard" shader, which replaces Alpha Cutoff, to allow smooth alpha fades/transitions when using Cutout rendering mode
8 Months Ago
Reimplement packet ordering inside `NetWrite.PacketId()` so it doesn't require a breaking change
8 Months Ago
Cherrypick CS 92789
8 Months Ago
Reapply CS 92766 without the StartWrite( PacketId ) change
8 Months Ago
Merge from main -> full_server_demos
8 Months Ago
Fix some more fields only present on CLIENT - BasePlayer - MarketPlace - Demos - DemoItem - BaseEventUI - CardGameUI
8 Months Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
8 Months Ago
Fix server compile error (keep door trigger box serializable)
8 Months Ago
Set hitbox surface
8 Months 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
8 Months 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
8 Months Ago
Fix merge addition in Door.cs
8 Months Ago
test export
8 Months Ago
Merge from main -> editor_compare_client_server_fields
8 Months Ago
merge from io_entity_snapping/button_fix
8 Months Ago
merge from full_server_demos
8 Months 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.
8 Months Ago
merge from fix_demo_threaded_networking
8 Months 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
8 Months Ago
merge from localization_tools
8 Months Ago
Fixed IO button bounds mismatch
8 Months Ago
Merged main to io_entity_snapping
8 Months Ago
merge from fix_flex_manager_spam
8 Months Ago
merge from tutorial_island
8 Months Ago
fix for elite loot crate missing its bottom face
8 Months 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
8 Months Ago
Remove standing weapon rack from excluded list for Pickaxe