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2,064 Commits over 944 Days - 0.09cph!
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.
Kills, Deaths, Score and Team can be set
Fixed viewmodel not deploying when first possessing when running locally
Add PlayAnimationState and AddAnimationState for easy playing and crossfading of single animations
Add SetAnimationSequence for playing single animation
Skeletal mesh root anim node is created automatically when setting anim result
Syntactic sugar for state machine node
Change ping to byte in bindings so it's marshalled correctly (was fucked up in single player)
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.
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
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
Disable physics replication
Force prop physics off every tick client side
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.
Add ConstraintAxisLock. Physgun freezing.
Added WasRecentlyRendered
Physgun can pick up ragdolls
Broadcast PhysGun Shutdown to make sure clients release grabbed entity
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.
Fix random playing of hurt sounds
Only allow one physgun to grab an entity at a time
Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources)
Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts.
Only trigger viewmodel fire on local controllable
Only setup viewmodel if controlled by local player
Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha.
Fixed sprites not receiving outline
Made rubber ball impact sound trigger more robust
Hopefully networked physgun highlight
Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too.
Fixed VBSP version 19 loading (different leaf structure)
Added DepthStencilIndex so post process can render outlines for entities
Only broadcast bullet damages that are over 0
Weapons setup their own viewmodel anim events
Remove viewmodel anim notifies when switching weaponm
Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes