7,265 Commits over 3,592 Days - 0.08cph!
Players drop inventory package on death
Add DropInventory
Merge branch 'master' of SandboxGame
Add BasePickupEntity
Bouncy ball impact sound uses SpawnSoundAttached
Fixed player suicide. Don't award a kill for killing ourselves.
Sound occlusion. Play bullet impact sounds slightly in front of the impact normal.
Fixed sprite and brush models culling when occluded with custom depth enabled
Trans map surfaces generate double sided collisions. AssetCache++
Possible fix for hl1 brush models in incorrect location in multiplayer
Fixed glass material not rendering to custom depth buffer
Fixed more prop materials
Fix props material dependencies
Missing change in last commit
Missing shotgun viewmodel materials. Meshes look for material dependencies in any addons.
fuck
Rails and ladders use masked material
Materials can now use material instances as parents. Added Masked and Translucent versions of default lit. Fixed glass not using a two sided material on datacore.
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)