225,745 Commits over 3,714 Days - 2.53cph!
Multiplayer map spawn
Merge branch 'master' of SandboxGame
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Sandbox.Unreal launchSettings.json uses $(SolutionDir)
Lot placement a lot nicer. Less gaps.
Hotload Update
MapSpawn replicate
Minor DM refactoring, DSE on Ai Module progress
Better timing logging for arrays of reference types
Added test case of large object reference networks
Removed BoneFollower (eliminates client side GC + some processing overhead)
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim
Better HasStructChanged logging, added HashSet<>.Slot as a safe generic struct
Special case for dictionaries of primitive types / strings
Fixed small icons for mission panel
Fixed driving with large map open
Changed keys for up boost
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
changed cliff grassy bits material to terrain blend
Destroy ManagedMesh without crying on dedicated serer
Fixed before/std blend w/ terrain ignoring Albedo texture
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
rock cliffs and rock_big LODs, prefabs updated
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
available points on talents UI, tooltip cleanup
player temp effect handler
temp effects control a bullet
fixed unlocked talents showing highlight glint after being unlocked
Talents console commands, points, etc
fixed arms clipping on m249 reload at max FOV
Complain if more than one HUD component with same name
Don't always mount addon content
HUD fixes
Generated
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
Icons show correctly on mission panel
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Some npc navigation improvements.
Added IAssemblyMonitor
Convars and con commands work in addons
Updated Facepunch.Hotload
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
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.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
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.
Dynamic navmesh grid cell fidelity work.
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
unit facing vector
can power up fuse laser with bullets