branchSandboxGame/mastercancel
438 Commits over 608 Days - 0.03cph!
Check if primitive is valid before creating (prevents crashes)
Added LibraryAttribute
Added networked effects system
Added ExtrudedCube effects
Fixed errors on spawn
Tweak sound volumes
Tick sounds
convar/command attribute limits
Allow manual creation of ClassLibraryAttribute, throw exception is multiple init
If no _classLibraryAttribute found, create a fake one
First person mode
Misc fixes
Fixed error when adding [Client] RPCs to non entities
Select entity on creation
Crosshair
Added TimeSince
Refresh entity list once per second
Cache Client.Player properly
Run all the other ticks even if a tick throws an exception
Tick from c#
Strip some engine tick code out
Remove Tick
Merge branch 'master' of SandboxGame
group button border radius fix
Update coherent version in js
Updated coherent binaries
Resources
new coherent.js
Updatec coherent shaders
Static libraries
Coherent source updates
Inspector folder fix
member access fix
Add default UE4 path to path in bat files
SendTexture fix
Oops Kiss_FFT is needed
Compile fix
Shader path fixes
Merge branch 'master' of SandboxGame
Added Audio class (sound refactor)
Added BaseHud.Blur()
Call Blur if we click on something that isn't the HUD
Fixed entity edit input crazy decimals and changing when editing
Removed UnrealImGui
Stripped unused plugins (as far as I can see)
If a gamemode overrides CustomBindsConfig we'll look for a config file named binds.{configname}.cfg and run and save binds to that.
Gamemodes with overridden binds can have a binds_default.{configname}.cfg to define default key binds
MapBuilder gamemode uses its own config
MapBuilder console commands for switching modes
MapBuilder default binds config
No default clientside post process, PostProcessVolume editable
WriteString fix
Clear the map before loading
Texture JsonConverters
Skylight Cubemap property
Merge branch 'master' of SandboxGame
Can ReadString from Save folder
Map loading
Merge branch 'master' of SandboxGame
FileSystem.WriteString goes in /User Data/ folder
Create directory structure in WriteString
Show actual error when console command fails
Map saving
Send mesh changes to client
Merge branch 'master' of SandboxGame
Don't need FNetBitWriter/FNetBitReader now
Spawndata re-jig
Merge branch 'master' of SandboxGame
No, it's bytes not bits
Merge branch 'master' of SandboxGame
Updated BindingGen (voidptr)
NetSerialize =>WriteSpawnData etc
Send out vertex changes in EditableMesh
Merge branch 'master' of SandboxGame
Codegen
Fix exception in ActiveEnd
Don't delete entities that aren't editable
Documenting ActiveEnd
Rename ActiveEnd
Set position locally too
Log chat in server console
Stack.cs -> GizmoStack.cs
Added Gizmo.Condition.ActiveEnd
Send updated verts to server after editing
Include ChatBox/Voice on server
How much of the world will be destroyed if I try to make the HUD replicate
Added PropertySheet
PropertyHolder -> PropertyClient
Fixed codegen not generating property shit unless BaseEntity
Create NumberProperty.vue
Primitive Tool properties
Cylinder tool
Cylinder Fixes
Vector3.SnapToGrid optional axees
Added ExtrudedCube GizmoTool
Fix weird offset
CubeTool cleanup
Removing unused
Added Box.Normalize
Added Vector3.Sort
Added Line.Center
Added Line.ClosestPoint( Ray )
Better warning if trying to create a class without a public constructor
Fixed CylinderTool constructor
Primitive Tool cleanup experiment
Throw warning if RpcIdent is 0
Added warnings to AddRpcChild
Fixed ClassInfo not working as deisgned
SelectionTool cleanup
Added ClassLibraryAttribute.ClassUid
BaseTool uses ClassInfo.ClassUid
MaterialTool cleanupish
Hotload chokes with this lambda
Remove BaseTool.UniqueId
EntityTool cleanup
Removed BuilderClient/BuilderRemote
Renamed Moveable to Movable (more popular spelling)
All entities movable by default
Color implicit conversion from string (parses hex)
Chat box on top
Fixed BuilderPlayer.Local
Rpc Target Not Found shows class type/name
Added Crc32
Use crc for tool ident