7,374 Commits over 3,622 Days - 0.08cph!
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.
Networking client side player movement by relaying it to server
Playing player model skeletal anim nodes on both client and server
Using OnChanged event for swapping viewmodel and thirdperson camera setup. Fixed PlayerTick exception. Temp fix for OnPossess.
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)
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
Click to respawn, added get first and random spawn point
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
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
Fixed skeletal mesh material and visible sections replication
Added camera lag to spring arm camera
Added spring arm camera with collision
Added camera entity and added third person camera to player
Trigger anim notifies for blend spaces. Added trigger weight threshold.
Testing basic character movement
Started to replace character pawn with scriptable pawn
Fixed anim state machine not initializing state nodes
Fixed anim state machine looping previous blended sequence player
Initial support for anim blend spaces
Anim notifies work for sequence player and random sequence player
Add coreclr binaries (these should really be created with a script at some point though)
Added random sequence player anim node. Cleaned up anim node code.
Added state machine anim node. Playing correct anims for viewmodel.
Blend space and state machine nodes ready to implement