243,843 Commits over 3,898 Days - 2.61cph!
Host Sync Vars (#1462)
* NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
* When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value
* Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom
* Remove redundant call
* Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
* Clarify comment
* Let's call it HostSync
* Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is
* We can always set the property if network not initialized
* Default HasControl to true for NetList/NetDictionary in-case not set
Default HasControl to true for NetList/NetDictionary in-case not set
Let's call it HostSync
Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is
We can always set the property if network not initialized
Place cursor at the lineedit when not editing (fixes sbox-issues/issues/4898)
Fix prefab cloning not obeying startenabled, added unit tests (fixes sbox-issues/issues/4871)
Apply GameTags straight away, instead of deferring
Initial scientist AI design file
Random point in sphere navmesh test
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901)
NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
Refined jaw movement in tutorial NPC anims. Updated NPC attire.
Leaderboard backup, run #9772
Adjusted Tutorial NPC head look weight to 0.5
Lowered opacity of building guide placement material
Expose head look weight on tutorial NPC, set to 0.7 (was 1)
Head look now only applies if the player is talking
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Improved camera FOV calculation
Crane can pickup and move objects to a specific target position/rotation
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Allow item position offset settings just for skin viewer
Removed param override, it didn't work how I hoped
Make "head only" the default
- Put "Always" mode only in BaseVehicle, since generic mountables should never use it.
- Moved the public inspector params out of #SERVER area (can cause issues when they're inside).
Boilerplate GenericLerp implementation for crane and entity setup
Refactored a bit to remove code duplication
added exterior_details asset set
vent_a
vent_b
vent_c
vent_d + grating
alarm_a
alarm_b
In tools don't demote exclusive fullscreen to cooperative fullscreen, these behave the same way on Nvidia's Vulkan drivers and a game window in a Qt widget acting like it's exclusive fullscreen will make your screen black
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Ask player to start tutorial when they wake up rather than when they are sleeping
If the tutorial island cannot be loaded when reconnecting for whatever reason revert the player state so they aren't left in limbo
Merge from tutorial_island
Remove old comment that's no longer true
Fixed not being able to reconnect to a server mid tutorial after being disconnected
Merge from main -> full_server_demos
Additional walkway staircase meshes
Brick variant prefabs of industrial buildings a and b
Harbor 1 dressing progress
Try catch all parts of demo thread (incase of error on startup)
Try to create demo directory in multiple places (incase it gets deleted or changed by users)
(this will also kick off a new build)
Change up logic that detects whether the HTML menu loaded or not
Change up logic that detects whether the HTML menu loaded or not
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