255,038 Commits over 3,990 Days - 2.66cph!
Fixed IOOR exception in ScanForPositions.
More work on Navmesh Grid.
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Building AI improvements, still a little janky but the general idea is there.
AI logs now work without opening the debugger.
UnitAttachments has a debug panel.
Removed campfire from nospawns.
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures
Fixed building atlas lod material
Move IsMoveInputIgnored/IsLookInputIgnored to C#
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes
Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate
Bullet impact sounds
Merge pull request #103 from Facepunch/world
Use a new Sandbox.World instance for every UWorld instance
Remove viewmodel anim notifies when switching weaponm
Weapons setup their own viewmodel anim events
Only broadcast bullet damages that are over 0
Added DepthStencilIndex so post process can render outlines for entities
Fixed VBSP version 19 loading (different leaf structure)
Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too.
Hopefully networked physgun highlight
Made rubber ball impact sound trigger more robust
Fixed sprites not receiving outline
Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha.
Only setup viewmodel if controlled by local player
Only trigger viewmodel fire on local controllable
Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts.
Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources)
Only allow one physgun to grab an entity at a time
Fix random playing of hurt sounds
DestroyLater should still trigger a shutdown once complete. Add OnShutdown event so external entities can know when another entity shutsdown. Physgun release on self shutdown or grabbed entity shutdown.
Broadcast PhysGun Shutdown to make sure clients release grabbed entity
Physgun can pick up ragdolls
Added WasRecentlyRendered
Add ConstraintAxisLock. Physgun freezing.
Add Debug drawing binds. Added physgun beam drawing (debug draw for now). Add Transform class. Bullet spread now plays impact sounds for each different surface.
Force prop physics off every tick client side
Disable physics replication
Handle ManagedEngine::Initialize returning false
Requirements.txt
Capture Console.Error too
Create steam_appid.txt in editor
Removed OnlineSubsystemSteam
Send BinariesFolder, PlatformFolder to Manage class
Add native binary paths to path
Init steamworks client
Compile fix
Include steamworks dll in sandbox engine
Debug, show user info on front screen
steamapi_64.dll in binaries/win64
Removed GetPlatformUserName (unused)
Player name from Steam
Moved Log to Snadbox.Public
Don't init steam client if dedicated server
Added world.AddPlayerState, world.RemovePlayerState
World name
Update bindinggen to fix forward declares
Billboard ribbon rendering
Merge branch 'master' of SandboxGame
Conflicts:
Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Add GrabRelativeNormal to physgun
Don't pick up duplicate weapons
Fix render crash at startup on steam build (I think)
Move IsMoveInputIgnored/IsLookInputIgnored to C#
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix render crash at startup on steam build (I think)
Don't pick up duplicate weapons
Add GrabRelativeNormal to physgun
Added DDSUtil for texture data export to dds
Added direct to dds output on texture packer
Repacked building atlas material
Billboard ribbon rendering
Merge branch 'master' of SandboxGame
Conflicts:
Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Fix forward declares for managed definitions
Update bindinggen to fix forward declares
Added world.AddPlayerState, world.RemovePlayerState
World name
Tile.MoveDirection now takes two tiles instead of 2 positions
Added some workshop API members for Chunks
Currently OnItemCreated doesn't seem to get called
some .position -> .tile changes
Workshop service mostly re-implemented
Attempting to fix world uploading since re-implementing WorkshopService
New snow terrain tiling and material settings
Unit now has a ref to it's Tile too
Made Board.GetUnitTile() private and made everything use the new ref instead
Gas station initial dressing pass WIP
gas station pavement LODs/COLs/Prefab
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
Is Carrying Required Tool no longer checks hand availability
Bundling preprocessing fix
Handle ManagedEngine::Initialize returning false
Requirements.txt
Capture Console.Error too
Create steam_appid.txt in editor
Removed OnlineSubsystemSteam
Send BinariesFolder, PlatformFolder to Manage class
Add native binary paths to path
Init steamworks client
Compile fix
Include steamworks dll in sandbox engine
Debug, show user info on front screen
steamapi_64.dll in binaries/win64
Removed GetPlatformUserName (unused)
Player name from Steam
Moved Log to Snadbox.Public
Don't init steam client if dedicated server
Each navmesh grid layer now cater to the area mask of each agent type.
changed all the casted Unit entity references to direct Unit references in EntityManager
interaction positions for shonky hut
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
EntityManager now has dedicated lists for Unit and UnitView
Added a UnitView reference to Unit that gets set when the UnitView is spawned
Finished cleaning up commands
CommandQueue cleanup
Moved TileFall visual warning/destroy effects out of CmdNextTurn and into a new BoardTileEffect component
Moved the remaining tile fall functions out of BoardView into BoardTileEffect