20,851 Commits over 1,522 Days - 0.57cph!
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
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901)
NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
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
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
Fix ParticleBoxEmitter not rotating/scaling properly (fixes sbox-issues/issues/4653)
Add ParticleRingEmitter
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.
Add RenderAttributes.GetMatrix
Save off and restore clipping values before/after drawing box shadows
Should fix sbox/issues/1453
Remove log
Test reproducing Facepunch/sbox-issues#4688
Fixed Facepunch/sbox-issues#4688
More property getter / setter fast path tests
Fixed a bunch of navmesh functions not working because I didn't full in ToNav
Fix NavMeshAgent.SetAgentPosition not working
Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead
ResourceControlWidget allows drag drop cloud assets
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
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
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
Close context menu on line edit submit
Get rid of legacy code paths in DefaultUpgrader
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
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
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
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
NetworkAccessor.SetOwnerTransfer method
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
Don't just use ClassName to serialize types in ActionGraph
Fixed Facepunch/sbox-issues#4869
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
Fix tabs not always lining up, use measured space width
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing