3,308 Commits over 944 Days - 0.15cph!
Added Replicates property to BaseEntity to disable collision capsule replication (they are spawned locally)
Update bindinggen to fix broken weak handles
Update bindinggen, update binds to use unreal modifier and objectmap
Change how HitResult is used, gotta fix unresolved external
Update bindinggen, implicitly initialize managed classes
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, make UWorld singular again
Add mutex to objectmap methods
Merge branch 'binding-objectmap'
# Conflicts:
# Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
# UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Fixed player eye angles and velocity replication
Fixed eye angles replication to server. Fixed clients player models not rotating on server. Fixed player movement ground detection with low fps.
Add mutex to objectmap methods
Update bindinggen, update binds to use unreal modifier and objectmap
Change how HitResult is used, gotta fix unresolved external
Update bindinggen, implicitly initialize managed classes
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, make UWorld singular again
Networking client side player movement by relaying it to server
Playing player model skeletal anim nodes on both client and server
Update bindinggen, make UWorld singular again
Using OnChanged event for swapping viewmodel and thirdperson camera setup. Fixed PlayerTick exception. Temp fix for OnPossess.
Move NetworkEntityReference
OnChange works better for replicated entities
Added OnChange to ReplicateAttribute. Temp fix for showing viewmodel on client spawn. Temp fix for thirdperson camera on clients.
Spawning viewmodel and cameras client side only. Fixed clients not attaching viewmodel to camera on possess.
Temp fix for RpcHandler (Sometimes ID is not unique between addons)
Entities can be replicated (no arrays)
Merge branch 'master' of github.com:Facepunch/SandboxGame
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, implicitly initialize managed classes
Player ignores weapon mesh pickup collision
Queue up bullet damages and apply once. Shotgun spread. Hit dings
Bind collision profiles so weapon traces can ignore player capsule. Applying bullet forces to hitboxes
Added BaseEntity.IsChildOf and BaseEntity.GetOwnerOfType, useful for finding the first owner in the hierarchy of a specific type (trace hitting the mesh of the player)
Bind collision channels
Fixed null pointer exceptions when killing a deathmatch controllable without a player
Fix annoying no joint created warning when ragdolling
Despawn uncontrolled corpses after delay
Shape sweeps ignore attached actors of ignored actor, fixes thirdperson camera.
Line trace ignores attached actors of specified ignore actor. Fixed health pickup mesh in wrong position.
Fix weapon and health pickups
Fix getting stuck in walls
Better solution for using collision entities for controllables movement
Fixed player movement getting stuck on walls
Added HealthPickup
Test gamemode cleanup
Allow controllable to use separate entities for collision
Fixed weapon pickup weirdness when dropping on self. Weapon throwing inherits players velocity
Testing weapon drops/pickups, not perfect
Sphere, box, capsule collision shape entities used for triggers
Change how HitResult is used, gotta fix unresolved external
Click to respawn, added get first and random spawn point
Update bindinggen, update binds to use unreal modifier and objectmap
Controllables can change the size of their collision capsule
Added GetSocketPosition to BaseWorldEntity so both skeletal and static mesh entities can use it without casting
Fixed third person camera lagging a frame behind ragdoll
Fix crash in Canvas when UE GC runs
Removed singular from anim nodes. Added UObject map to stop managed UObjects from getting GC'd
Add force to death controller ragdoll
Helps if i named the folder correctly
Respawn timer, death camera