3,308 Commits over 944 Days - 0.15cph!
Allow base materials to be used on meshes that use morph targets
CollisionDistance
Particle lights
Particle collision
Tweaks
LifeScale
SpeedScale, SpeedScaleMax
WithConeVelocity
SpawnRadius
Implemented curve random
Refactor curves on native side
Added DistributionVectorUniformLinear
InitializeDefaults is an editor thing
Add weld option to BaseEntity.Attach
Commit before mipmap gen
Particle work
Fucking around
Fixed exception on endgame
Fixed UE assert when creating mipmaps
Load textures from disk in thread
Just sleep in avatar request
Merge branch 'master' of github.com:Facepunch/SandboxGame
Clients call Friends.UpdateInformation as early as possible
Hud components self registering, don't need managed backend
Hotloading
Cleaned up component registration
javascript run, Infinite loop protection
Tripmine fix
Add SoundStream. Add PlaySound2D that takes a sound object.
Separate sprite and billboard ribbon entity
secret sauce to load avatars of non-friends
steam avatars
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fixed billboard ribbon bounds
Scoreboard ordering
Merge branch 'master' of SandboxGame
Fixed hotload ordering
ToPng, ToBmp, ToTga, ToJpg
Bit of weapon cleanup, add rocket launcher pickup
Add tripmine pickups and let us use them
Fix grenade in multiplayer
Temp fix for anim crash until i figure out what's really wrong with it (bone modifiers need to be done properly anyway)
Split consumables when dropping
Console fix
Show asset loadtimes in webcon
Merge branch 'master' of SandboxGame
Limit consumable amount, add pickup notifications
Don't require base.Tick in HudComponent
Asset load time
Print Path Stack on error (so if a texture is missing we can find the material)
Trigger hotloading is using auto material on png, then .mat is created
Relative paths in mat files, mat files optional
Use sort mode distance to view as default for particle emitters
Added BaseEntity.MoveTo that moves and sweeps, returning a hit result. Added BaseEntity.MasterEntity so collisions can choose to ignore it. RPG is moved manually instead of using physics.
Go through managed component to set entity location
Add sweep options to SetActorLocation so moving actors can trigger overlaps
Start on crossbow, not finished