243,855 Commits over 3,898 Days - 2.61cph!
▌▅▇▊▊ ▆█▋▌▅▉▌▍ ▊▍▊▆▅▇ ▍▊ ▅▆▄▄ ▍▌▉▍▍▍▌▍▌▍▊ ▌▉ ▋▉▌▋▇█▉▊▆▆▊▌▊
▆▅▌▉▊▍▆ ▉▊█▌▋▍▅▋▌▄▊ ▇▌▋█ ▌▄▍▌▌██▋ ▉▍▄▇▊▊ ▅▇ ▆▋▉ ▍▅▅▄▍█ ▆▌▌ ▅▉▇▄▌
Make game resources compile again when saved
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
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
Hotload skip NodeDefinition
Allow deleting parameterless output nodes
M4A1 viewmodel and worldmodel only
https://files.facepunch.com/rickgreeve/M4A1_03.jpg
https://files.facepunch.com/rickgreeve/gN5xy0GIke.jpg
Fixed devLocalCoord shader missing transparent/forward passes, optimized variants and updated modding materials
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
AssetBrowser: Add "Delete Folder" option to Folders
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
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
Removed some useless logs
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