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Robust multiplayer game engine, used by Space Station 14

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Currently component-type specific networking can be configured by overriding two virtual bool getters (`Component.SendOnlyToOwner` and `Component.SessionSpecific`). This PR replaces these with an argument passed to the `NetworkedComponentAttribute`. This change isn't...

A: Game Networking
S: Requires Content PR

I was 50/50 if this should be on engine or not but other games may have looser cheater requirements and I think we can just raise an event to validate....

Leading to hacks in content like with stunoncontactsystem.

For storage I want to close the old UI and open a new UI in the same tick. Issue is that the close is deferred (we do this to avoid...

Internally it saves us 1 metadata resolve per entity spawn which is big, but also callers can use the transform so can save it in other areas as well.

This adds a new `WeakEntityReference` struct that is intended to be used by component data-fields to refer to entities that may or may not still exist, or in the case...

Priority: 3-Not Required
A: Serialization

In replays, you can spectate entities. This normally does one of two things, depending on if the entity being spectated was an actor (i.e. player-controlled) or not: * If actor,...

A: Replays

Title just some content stuff also a nice trygettileref method because doing the manual grid checks is annoying.

entityuid casts to entity so in 99% of cases it was being marked as obsolete despite being fine Entity truly is the best thing ever since sliced bread