6,993 Commits over 2,771 Days - 0.11cph!
Standalone server on .NET Core
Fix hotload failures in arcade
Partial possible fix for hotload bug
Make cubemap material respect entity rotation, saved all the materials again in case UE changed something
Call addon's reload method whenever the addon is hotloaded
Never show command autocomplete if the textbox is empty
Better spacing when clipping names in deathlog (also add the ellipsis back)
Change deathlog clip behavior so it wont hide the second name
Update library build script so jenkins will know if it failed or not, remove unused bind files
Add [Flags] to ConstraintAxisLock, add GetConstraintAxisLock
Update bindinggen to fix alignment crash for real
Memcpy the new values back when using Ref<T>
Fix alignment crash maybe
Making sure we're giving coherent proper inputs. Fixed Ctrl+Backspace
Rename the internal initializer to InitializeInternal so it doesn't get mixed up with the public one
Fix skeletal mesh calling wrong base func, move sound generator initialize to internal
Remove BaseEntity.InitializeFunctions, do that stuff in the internal Initialize func
Also moved some internal initialization code to the right place
Fix JS compile errors not showing up in the console
More reliable addon load/unload method calls
Fix crash in filesystem code when ending game (unmounting temp folder)
Fix error spam if voice capture isn't supported
Fix context menu actions getting duplicated sometimes
Fix hang when trying to open unity project
Fix models exported with wrong orientation, energy bar fixes
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
Make sure StringBuffer grows to at least the required length
Allow StringBuffer to replace with null
StatManipulator pooling fixes
Getting rid of some allocations:
- StatManipulators were never being returned to the pool
- BuildingView always allocating for a closure that isn't used 99% of the time
- Add StringBuffer as an alternative to StringBuilder that doesn't shrink
Adding energy, show messages on HUD so player wont forget to do things
Build everything for netstandard2.1 to fix warnings/errors about version mismatches
Probably fixed line numbers when our compiler removes properties
Add a ton of null checks for PrimitiveComponent
Record some perf stats so I can use them later
Disable compiling Facepunch.Hotload for .net 4.6
Revert "Compile for .net core 2.0 temporarily"
This reverts commit a4850c8d648142dbb5636cde233bcd8a31f6df3c.
Compile for .net core 2.0 temporarily
Compile some libraries against netcoreapp so we can use netcore specific things, fix output paths for release build
Enable compiling in release mode
Add some JS to help vue reuse the existing DOM
IMGUI + inspector debug menu
Fix NRE when using GetComponent from a hud component that wasn't added to hud yet
Remove properties that get replaced by the preprocessor
Don't remove attributes from replicated properties
Some inspector scaling fixes
Get HUD components by ID in C#, bind directly to FString instead of std::string first
[DataContract] on type only shows props with [DataMember] when inspecting, support [DisplayName]
Press C to change tool options
Move that refresh button under map selection onto workspace tab
Change the default selected map to something that exists
Swallow mouse click when selecting an entity to inspect
HudComponent.Component<T>() gets child components only
Trying stuff to make the inspector show up immediately