7,661 Commits over 3,684 Days - 0.09cph!
Reset tool when switching from. Hide wheel preview when switching from.
Draw client side preview wheel
Destroy constraint on break. Add force limit to weld tool.
Move shitty bot code to partial class to get it out of the way
Beam effect on toolgun click
Broadcast or predict toolgun click effect. Tell server tools picking ray every click instead of every tick.
Use player id to fix rpc prediction check
Fix indoor scene not replicating to client
Replicate model asset path, not filename requested from asset library
Attach wheel to root parent
Sandbox tools use RpcClient instead of BaseEntity. Add exception when setting self as rpc child.
Fix nameplates after Vector3 json serialize changes
Disable sandboxing for BspUtils. Use beam particle effect for instagib effect.
Default beam source to zero
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)