7,444 Commits over 3,622 Days - 0.09cph!
Use physics collision handler
Only disable ragdoll replication server side
BaseEntity.DestroyLater uses Actor SetLifeTime to hopefully fix error when destroying using async func
Add ReplicateCullDistance to BaseEntity
Don't init mesh resources on dedicated server
Replicate brush model for func_door
Map preloading asks managed for map name
Preloading our map in GameInstance::OnPreLoadMap so that hopefully brush models are valid before entities are replicated
Seeing if PreloadContentForURL runs on client
Put gamemode and map in url to see if client receives it
FuncDoor spawns brush model without Authority check
Refactored PhysGun to make sure physics handle is removed when not grabbing or weapon is destroyed
Safer static mesh loading
Revert last commit, too buggy. Fixed jump sound not networking
Attach weapon world model to players hand
Always tick pose and refresh bones
Trace ground client side so players have a valid ground to play footsteps from
Fix bot eye angles (can't use control rotation because bots don't have a controller)
Fix movement input not going in the direction of the player
Cleaned up movement input and eyeAngles so bots can also set them
Run bot movement server side
Make bots run forward to test footstep sounds
Enabled sound attenuation by default. Add PlaySound2D binding. Attenuate non local footsteps. Broadcast player jump sounds.
Made bouncy balls bouncier
Material sprite rendering
Added IsAttachedTo and GetParentOfType to BaseEntity. Fixed #88, Fixed #87, Fixed #81.
Broadcast ball impact sound
Fix ball shadow mesh sizes
Bouncy ball impact sounds
ent use activator is now a controllable
Gave base weapon controllable a way for the server to play a sound for a client
Don't play sound on server
Gave world entity a use function. Give health when ball is used
Fixed CCD getting disabled
Try setting CCD on the client too?
Figuring out why CCD isn't work on dedi
Fix ball shadow mesh scale
See if this fixes balls on dedi
Bouncy balls cast shadows
Fixed bouncy ball collision on client
Fixed clients spawning with incorrect eye angles
Try setting eye angles client side on teleport
Try setting eye angles too
Respawn player with eye angles from the spawn point