3,308 Commits over 944 Days - 0.15cph!
Fixed map normals, faked map tangent/binormal
Automatically deleting particle system
Flashlight
Added NetworkPriority
Lights replicate
Merge branch 'master' of SandboxGame
Defer OnChange until Initialize finishes
Possibly fixed quit on dedicated server
Sound generator improvements
Catch and log exceptions when receiving network vars
More robust local IP check
SpecialNamed assets
A special named asset is one that isn't on disk, but is referenced by a specific name.
For example, you might make a texture that is called "black", then you can load that
texture using normal Library.Get functions, which means you can reference "black" in
materials etc.
Added "MeshEntity" in Engine addon (replaces StaticMeshEntity)
BspMap importer sets brush models as SpecialNamed models
Updated ents to use MeshEntity instead of StaticMeshEntity
Added "quit" command
Removed lightmap hack from shader
Testing fix for client ip address
Don't try to play sounds on the dedicated server
Dedicated Server HUD fixes
Filled out math library
Lightmap filtering
Added timescale console command
Quantize lightmap samples. Skip unwanted bsp faces.
Add my path to CookContent.bat
Only mark debug renderer state dirty on the game thread
UManagedLightmap
Merge branch 'master' of SandboxGame
build addons concurrently
Merge branch 'master' of github.com:Facepunch/SandboxGame
FManagedMeshSceneProxy
Managed Lightmap
SetLightMap on AManagedStaticMesh
NoLights option
Apply lightmap if set
Wait for assets to load before entering world
Separate SoundStream and SoundGenerator
html - load small files synchronously
Manager.EnterGame - a nice place to precache/finish loading
Use modifier keys with mouse
Merge branch 'master' of SandboxGame
Merge branch 'master' of SandboxGame
Material importer loads texture cube if the material parameter requires it
better handling of line spans in GetSourceExcerpt
Merge branch 'master' of github.com:Facepunch/SandboxGame
Added SetCastShadow and SetLightingChannels to BaseWorldEntity
Recreate physics state when scaling world entities (fixes setting scale after setting model)
Keep managed renderer component alive
Added Library.RunString (splits args automatically)
Shuffle console output so addons can hook into it
Added misc vue mixins
Added simple ingame console
Allow F-keys and console keys in game, even when UI input
Clear cached hudcomponent properties on hotload
Fixed UI warnings on startup
Block tool can create box primitives with grid snapping on any surface
Update bindinggen, support weak references to UE4 objects
Renamed OnTick back to Tick
Added HUD.UpdateGlobals
Disable dev console in game
Component value caching
Loading Movie
Merge branch 'master' of SandboxGame
Map builder tools with toolbar hud
Multiplayer map spawn
Merge branch 'master' of SandboxGame
Sandbox.Unreal launchSettings.json uses $(SolutionDir)
Hotload Update
MapSpawn replicate
Destroy ManagedMesh without crying on dedicated serer
Complain if more than one HUD component with same name
Don't always mount addon content
HUD fixes
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