225,745 Commits over 3,714 Days - 2.53cph!

7 Years Ago
Multiplayer map spawn Merge branch 'master' of SandboxGame
7 Years Ago
DSEs on modules working Fixed AI designer not showing default modules from module groups Temporary fix for NRE in Personality.Create()
7 Years Ago
Sandbox.Unreal launchSettings.json uses $(SolutionDir)
7 Years Ago
Lot placement a lot nicer. Less gaps.
7 Years Ago
More module DSE progress
7 Years Ago
Hotload Update MapSpawn replicate
7 Years Ago
Minor DM refactoring, DSE on Ai Module progress
7 Years Ago
Better timing logging for arrays of reference types Added test case of large object reference networks
7 Years Ago
Merge from main
7 Years Ago
Removed BoneFollower (eliminates client side GC + some processing overhead)
7 Years Ago
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim
7 Years Ago
Better HasStructChanged logging, added HashSet<>.Slot as a safe generic struct
7 Years Ago
Special case for dictionaries of primitive types / strings
7 Years Ago
Fixed small icons for mission panel Fixed driving with large map open Changed keys for up boost
7 Years Ago
more prefabs work
7 Years Ago
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
7 Years Ago
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
7 Years Ago
Updated ASE to 1.3.1
7 Years Ago
changed cliff grassy bits material to terrain blend
7 Years Ago
merge from main
7 Years Ago
Destroy ManagedMesh without crying on dedicated serer
7 Years Ago
Fixed before/std blend w/ terrain ignoring Albedo texture
7 Years Ago
Added warning in case of an exception in HasStructChangedUncached Timing data now shows which structs are deep copied Added test case reproducing a case where a struct is wrongly deep copied Made struct tests stricter Fixed FieldTest5 finally :star: Test for structs defined in a non-hotloaded assembly Fixed arrays of structs defined in non-hotloaded assemblies always being deep copied Early out for some struct array types
7 Years Ago
More work on NPCs
7 Years Ago
rock cliffs and rock_big LODs, prefabs updated
7 Years Ago
WIP: weights on opinion / belief data. group component to handle personality assignment (used to be traits).
7 Years Ago
available points on talents UI, tooltip cleanup
7 Years Ago
Standalone flags
7 Years Ago
player temp effect handler temp effects control a bullet
7 Years Ago
fixed unlocked talents showing highlight glint after being unlocked
7 Years Ago
Talents console commands, points, etc
7 Years Ago
fixed arms clipping on m249 reload at max FOV
7 Years Ago
Complain if more than one HUD component with same name Don't always mount addon content HUD fixes Generated
7 Years Ago
More work on NPC navigation. More robust NPCs with relation to low resolution navigation meshes.
7 Years Ago
More talents UI
7 Years Ago
BGQ searching panel ui
7 Years Ago
Icons show correctly on mission panel
7 Years Ago
Load map via entity
7 Years Ago
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
7 Years Ago
Fixed again
7 Years Ago
Some npc navigation improvements.
7 Years Ago
Added IAssemblyMonitor Convars and con commands work in addons
7 Years Ago
Updated Facepunch.Hotload
7 Years Ago
Added light sources to a bunch of modules Covered most fo the padding modules Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
7 Years Ago
TTT: Allow popups to be toggled with their hotkey (#1412) Allows popups like the Traitor shop or the round end pop to be closed with their hotkey (Default: C) instead of using the mouse.
7 Years Ago
Use checkbox rather than overlapbox when looking for player construction. Less fidelity for lower priority navmesh grid cells.
7 Years Ago
Fixed some errors in the main scene because of TOD stuff Fixed characters dying from fall damage every time they are damaged by any source OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
7 Years Ago
Dynamic navmesh grid cell fidelity work.
7 Years Ago
Fixed tree cutting test scene missing a navmesh? Added a Carpentry unlock definition Requires Woodcutting - Adept and Standard Buildings Unlocks Log Seat (Large+Small), Palisade and Fence
7 Years Ago
unit facing vector can power up fuse laser with bullets