branchsbox-scenestaging/networkingcancel

35 Commits over 0 Days - ∞cph!

1 Year Ago
Update to latest api changes
1 Year Ago
Add Network.AssignOwnership Don't try to do NetworkUpdate if no network Added Network.Spawn( channel ) Changed RenderOverlay to IRenderOverlay Add INetworkListener Print joins and leaves in chat Host creates the player object, rather than having player create their own Update for IRenderOverlay Call SceneNetworkSystem.OnChangingScene when loading a scene
1 Year Ago
Refresh the lobby list We don't need this scene now
1 Year Ago
Redraw network status on change
1 Year Ago
Disconnect from server when leaving scene
1 Year Ago
Don't delete all network objects on disconnect if Id is empty
1 Year Ago
Don't send empty chat
1 Year Ago
Give scenes title and description Scene ignore Lerp SceneNetworkSystem keep map name up to date Send a final update before dropping ownership List lobbies on menu, show scene descriptions
1 Year Ago
Move ObjectMessages to here
1 Year Ago
Handle new packed rpc arguments Carrying tweaks
1 Year Ago
GameObject inspector header cleanup
1 Year Ago
Refactoring
1 Year Ago
Clean RPC system, ownership taking, renouncing
1 Year Ago
Add a spinner to test network jitter
1 Year Ago
Chat UI component
1 Year Ago
Fixed lerp stomping IsProxy checks for parent NWO Define network frequency in scene, allow network transforms to extrapolate PhysicsComponent read/write physics velocities GameTagsControlWidget create a TagSet is null IkReachOut ignore collision layer Allow keyframe proxy colliders twice as much time to arrive
1 Year Ago
Name tweaks
1 Year Ago
Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Merge branch 'main' into networking Keep deserializing when component missing Don't serialize default values in GameObject NetworkObject isn't a component, add checkbox for networking to go
1 Year Ago
Nicer network status, dropdown menu
1 Year Ago
Don't self destruct proxies Don't draw text if there is no text Give players a nametag Set network instance to null when disposed Change cube launch angle
1 Year Ago
Disconnect when play stop Lobby list scene More global usings Component to automatically create a lobby
1 Year Ago
This can be neater now Conna fixed that stuff
1 Year Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
1 Year Ago
Network object destroy, destroy leaving client's objects
1 Year Ago
Fix NREs
1 Year Ago
Consolidating network messages
1 Year Ago
Components can send network data
1 Year Ago
Scene take focus when clicking Show network status in heirarchy Don't include networked objects in scene snapshot Time fixes
1 Year Ago
Add TextRenderer component Fucked it Squash commit of VR components from vr branch Inspector remembers if components were minimized using a cookie (sbox/issues/1328) Don't clear selection when selecting empty GameObject field in inspector Fixes #1329 Make component list scrollable Scene hierarchy selection adds to edit log Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing Add Move Up/Move Down to component context menu Add button to component header for context menu Fix unused context menu eating a mouse click Can debug draw Scene.PhysicsWorld with physics_debug_draw Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Merge branch 'main' into networking Refactor so PlayerController works as before
1 Year Ago
Load collision rules from current game package Listen for addon config updates, update collision rules ComponentTypeSelector: add "New (x) Component..." option that creates component from query Updated DecalComponent, also moved it out of the Light folder Merge branch 'main' into networking
1 Year Ago
Engine handles network channel guids
1 Year Ago
Object update tests
1 Year Ago
Network instantiate
1 Year Ago
Fix GameObject/Component references not filling in disabled objects
1 Year Ago
Scene serialize/deserialize Network instance launcher Added SceneNetworkSystem Create networking.scene