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16,252 Commits over 1,248 Days - 0.54cph!

2 Days Ago
Drag references to GameObjects / Components from scene view https://files.facepunch.com/ziks/2024-02-21/devenv_pNaqhLJEaQ.mp4
2 Days Ago
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
2 Days Ago
Default HasControl to true for NetList/NetDictionary in-case not set
2 Days Ago
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
2 Days Ago
Place cursor at the lineedit when not editing (fixes sbox-issues/issues/4898)
2 Days Ago
Fix prefab cloning not obeying startenabled, added unit tests (fixes sbox-issues/issues/4871)
2 Days Ago
Apply GameTags straight away, instead of deferring
2 Days Ago
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901) NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
3 Days Ago
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
3 Days Ago
Splash and Hang Branding
3 Days Ago
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
3 Days Ago
Fix ParticleBoxEmitter not rotating/scaling properly (fixes sbox-issues/issues/4653) Add ParticleRingEmitter
3 Days Ago
When saving a GameResource - reregister it with ResourceLibrary. When Scene/PrefabFile save they create a new GameResource, so the old one needs to be stomped out.
3 Days Ago
Add RenderAttributes.GetMatrix Save off and restore clipping values before/after drawing box shadows Should fix sbox/issues/1453 Remove log
3 Days Ago
Test reproducing Facepunch/sbox-issues#4688 Fixed Facepunch/sbox-issues#4688 More property getter / setter fast path tests
3 Days Ago
Fixed a bunch of navmesh functions not working because I didn't full in ToNav
3 Days Ago
Fix NavMeshAgent.SetAgentPosition not working Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead ResourceControlWidget allows drag drop cloud assets
3 Days Ago
Make game resources compile again when saved
3 Days Ago
Clarify comment
3 Days Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
3 Days Ago
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
3 Days Ago
Component editor
3 Days Ago
Hotload skip NodeDefinition Allow deleting parameterless output nodes
3 Days Ago
Remove redundant call
3 Days Ago
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
3 Days Ago
AssetBrowser: Add "Delete Folder" option to Folders
3 Days Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
3 Days Ago
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
3 Days Ago
Make shortcuts very obvious by including them in tooltips
3 Days Ago
Component editor
3 Days Ago
SceneTabList: middle mouse destroys scene session
3 Days Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
3 Days Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
3 Days Ago
Don't call Asset.Compile in parallel 🤦
3 Days Ago
Don't enable network GameObjects that are not enabled
3 Days Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
3 Days Ago
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
3 Days Ago
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
3 Days Ago
3 Days Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
3 Days Ago
Allow owner transfer changing from current owner
3 Days Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
3 Days Ago
Owner can always drop ownership
3 Days Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
3 Days Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
3 Days Ago
Documentation fixes
3 Days Ago
NetworkAccessor.SetOwnerTransfer method
3 Days Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
3 Days Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
3 Days Ago
Text tabs quick start Working fixed with tabs Work in tab stops during line layout Tab stops are font width * 4 spaces wide No need to collapse tabs here, we do it with WhiteSpace Fix tabs not always lining up, use measured space width