3,308 Commits over 944 Days - 0.15cph!
Materials can now use material instances as parents. Added Masked and Translucent versions of default lit. Fixed glass not using a two sided material on datacore.
Fixed crosshair screen blocking
Fixed dealog not populating
Cleaned up js includes in root html
lfs images
Update bindinggen to hopefully fix hotload
First aid entity plays a sound on use
Add wav extracting to batch converter
Add ziks SourceUtil for batch converter. Converted hl1 textures and materials. Materials find textures in any addons, not just relative to the material file.
RPC/Replication hashes match between different clients
Kill list
Merge branch 'master' of SandboxGame
Kills, Deaths, Score and Team can be set
Fixed viewmodel not deploying when first possessing when running locally
Crosshair
Merge branch 'master' of SandboxGame
Add PlayAnimationState and AddAnimationState for easy playing and crossfading of single animations
Update button labels on clear
Add SetAnimationSequence for playing single animation
Playing
Don't show UnityEngine.Manager Traces
Merge branch 'master' of SandboxGame
Skeletal mesh root anim node is created automatically when setting anim result
Syntactic sugar for state machine node
Fixed stack trace not showing
Use hash instead of incrementing ID for replicated property IDs
Use hash for remote procedure IDs
Merge branch 'master' of github.com:Facepunch/SandboxGame
Text filtering
Merge branch 'master' of SandboxGame
Change ping to byte in bindings so it's marshalled correctly (was fucked up in single player)
Scoreboard close fix
Console filtering by type
Merge branch 'master' of SandboxGame
Call OnDestroyed in DestroyedByEngine instead
Added OnOwnerDestroyed log back in
Added BaseEntity Destroyed function and OnDestroyed event which should be called both server and client side. Fixed SetNetworkVariable not bailing if entity is pending destroy.
Scoreboard
Merge branch 'master' of SandboxGame
use Time.Delta for physgun rotations
Physgun rotation snapping
Physgun rotation
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fixed exceptions/asserts
Merge branch 'master' of SandboxGame
Physgun rotates objects as player's yaw changes
Merge branch 'master' of github.com:Facepunch/SandboxGame
Added SandboxLocalPlayer
Player ToString
Pass options string to PlayerLogin, so we can do shit on the c# side
Player.IpAddress
Pass name
Hacky fix for physgun beam not using correct eye angles on client
Only create base hud when not running dedicated server
Color constructors for particle distribution vector
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
Billboard ribbon rendering
Merge branch 'master' of SandboxGame
Conflicts:
Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Update bindinggen to fix forward declares
Added world.AddPlayerState, world.RemovePlayerState
World name
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
Disable physics replication
Force prop physics off every tick client side