7,479 Commits over 3,622 Days - 0.09cph!
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
Initial skeletal animation system, supports sequence playing and two way blending
Replaced html crosshair with Draw2D crosshair
Materials can be loaded from file using the path in material constructor or uses the base material if it's not a file path.
Added Draw2D.DrawTexturedRect.
Transfer player controllable velocity to player model
Fix for client side footsteps. Only local player registers footsteps.
Disable controller collision on player death
Updated packages. Added dummy project to generate coreclr dlls. Testing shooting players
Printing enter/leave/death to chat. Added DestroyChildren property to BaseEntity so children are destroyed regardless of who destroys it.
Public attachment rule enum
Forgot to destroy children of children. Attaching entities to camera now uses relative attachment rule, fixing viewmodel when respawning
Destroying an entity can now destroy all children. Destroying viewmodel on player death
Fixed map networking warnings by attaching brush components in an actor
Moved actor interp to BaseWorldEntity. Map entities are spawned server side
Fixed jumping and chat in dedicated server
Fixed skeletal mesh caching when compiling using engine source
Using TArray for all Array bindings
Using FString for all string bindings. Updated BindingGen. Fixed invalid path being passed to RelativeToAbsolute.
TArray Marshaler. Fixed CString Marshaler ParameterToManaged sender
Dedicated server bootstrap. Connect to dedicated server
Fix SandboxGameServer.Target.cs
Started to use FString marshalling
BaseWorldEntity uses actor with just a scene component instead of a static mesh actor
Fixed spawning of base entities
Viewmodel activity animations
Start work on switching viewmodels on weapon change
Cheeky viewmodel position lag
Hardcoded surface type footstep sounds
Bind GetSocketLocation for tracing from players feet
Add compiling of dedicated server to build script
Add surface type to hit result
Tracing brush models now returns the correct physical material
Added spawn sound attached. Loading animation events from file.
Cache animation events
Animation notify actions. Testing footstep sounds
Initial animation event support
Added experimental light function to cinema media player
Started work on a media player asset that encapsulates media player, media texture, media sound wave objects
Added basic cinema character movement