branchSandboxGame/mastercancel
2,064 Commits over 944 Days - 0.09cph!
Different movement speeds for walk and crouch walk
Add blend space for crouch walking
Fix possible T-pose in blend space nodes. Sync up asset players accumulated time when switching states on state machines.
Remove duplicate destroy timer classes
Remove EditorBase addon (it sucks) Add OrbitCamera to Engine addon
Fix sandbox particle effects after name changes
Thirdperson camera collision
Try setting player model anim state manually instead of using transition rules
Add Draw3D.Capsule
Add walking anim state to player model
Fix crouching, only uncrouch when uncrouched collider can fit
1.8m collider and player model
Fix incorrect texture axis vectors in primitive builders
Add material files for proto textures
Split editable mesh gizmo code into partial class
Add nameplates to mapbuilder
Disable UE4 console. Bind a few useful engine commands.
Fix compile errors when building with UE_BUILD_SHIPPING
Pass correct ip address to player login so steamworks doesn't fail to auth
Check if client has connection before checking IsBot
Don't spam material changes
Invalidate compressed data and free resources when unloading audio
Replace ghost player model with citizen player model
Separate extra trace data queries so every trace doesn't have to calculate it.
Fix compile errors in all other gamemodes after api changes
Fix scale gizmo offsetting incorrectly when gizmo center doesn't match entity position
Merge
Native BasePlayer caches managed object so that Client.Player can be accessed faster.
GetFaceMaterial also returns the material section index. Replicate editable mesh material changes to server.
Replicate scale to server, replicate mesh update on gizmo active end
Fix face hover with material tool not using scaled vertex pos
Progress on 6 handle scale gizmo
Move SourceUtils to its own addon
Wrap Save class as an asset so I can experiment with map save importers
Fix compile errors in other gamemodes that used default post processing volume
Always draw non gizmo edges when not in edge edit mode
Add face editing (using point handles for now)
Send mesh changes after editing mesh edges
Only set position from Axis1D if it was active to avoid other axis drawing a frame behind
Save mirror axis state when any axis of Gizmo.ThreeAxis is active
Add vertex scale vector to editable meshes so that it can be used instead of entity transform scale
Add dragging to scale gizmo
Add Sphere.Trace. Allow Draw3D.SolidSphere to be colored. Start on scaling gizmo.
Delete selected entities on server with delete key
Mirror Gizmo.ThreeAxis handles depending on direction to camera
Move over instagib gamemode
Add HitResult.FaceRotation
Cache face hit to avoid calculating it from a hit result entity that may have changed geometry
Allow HitResult to query face hit (tangent vectors and material)