branchsbox-scenestaging/networkingcancel
35 Commits over 0 Days - ∞cph!
Update to latest api changes
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
Refresh the lobby list
We don't need this scene now
Redraw network status on change
Disconnect from server when leaving scene
Don't delete all network objects on disconnect if Id is empty
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
Move ObjectMessages to here
Handle new packed rpc arguments
Carrying tweaks
GameObject inspector header cleanup
Clean RPC system, ownership taking, renouncing
Add a spinner to test network jitter
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
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
Nicer network status, dropdown menu
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
Disconnect when play stop
Lobby list scene
More global usings
Component to automatically create a lobby
This can be neater now Conna fixed that stuff
Don't update physics position from physics if we're a proxy
RPC poc
RPC attribute POC
Network object destroy, destroy leaving client's objects
Consolidating network messages
Components can send network data
Scene take focus when clicking
Show network status in heirarchy
Don't include networked objects in scene snapshot
Time fixes
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
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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
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
Engine handles network channel guids
Fix GameObject/Component references not filling in disabled objects
Scene serialize/deserialize
Network instance launcher
Added SceneNetworkSystem
Create networking.scene