6,993 Commits over 2,771 Days - 0.11cph!
Fix multiple post process volumes not working properly
Added Deref<T> to bindinggen
Deref marshaler dereferences native types
Testing post process stuff
Update bindinggen, local (bounding box) post process settings
Allow nesting extensions
"naked extension" gets rid of prefix
Bind more post processing properties so deathmatch looks the same as before
Bind some of PostProcessingVolume, turn motion blur off in map builder gamemode
Add basic UI that shows who's talking
Update bindinggen, make ViewInfo a struct
Better primitive forward declaration, "requires public" to put include in header instead of cpp file
Fix sound generator stopping when attenuated to 0
Hacky task cancellation to fix hard crash in sound generator
Make sound generator crash less (but it still crashes)
Don't ignore early calls to AdjustAttenuation on sound generator
Progress on switching to UE4's voice capture and compression
Bring back references folder, add script to generate it
Addons compile again, including Span
Voice kind of working now
Voice plays back correctly now
Merge pull request #112 from Facepunch/ue4-voice
Use UE4 for voice capture and encoding (Opus)
Progress on switching to UE4's voice capture and compression
Bring back references folder, add script to generate it
Addons compile again, including Span
Voice kind of working now
Voice plays back correctly now
Voice plays back correctly now
Voice kind of working now
Add sound generator functions to get the number of played samples and size of sample queue, fix latency on music box
Addons compile again, including Span
Bring back references folder, add script to generate it
Progress on switching to UE4's voice capture and compression
Make Buffer<T> use Span<T> in C#
Don't log an error when settings file doesn't exist
Update bindinggen, more voice binding stuff
Update bindinggen, bind voice encode/decode
Fix missing filename in parse error, compile error when using unrealptr
Lots of pointer work, sorted type definitions again to try and be more deterministic
* Can use UE4's smart pointers by applying "unrealptr" modifier to native type
* Expanded automatic null checking to work across all pointers instead of just UE4 GC objects
* Can have weak smart pointers (both std and UE4)
Fix some exceptions from voice
Save and load settings from a file
Always use \n for EOL, better indenting
Add a way to get custom info out of addon.json, use it to store option definitions
Memcpy array elements coming from C# to prevent unaligned access exceptions
Generate mips in background without starving CPU
Unwrap exceptions when logging them
Missed SpotLight, call base Initialize just in case
Show load times for all asset types
Record more asset load times
Update bindinggen
Coalesce null strings properly
Limit the number of some assets being loaded at a time
Remove redundant async modifiers
Use a simpler test model with embedded textures
Use textures embedded in models
Update bindinggen
Move accessibility modifier for types after native/managed so they actually work now
Fix properties being converted into get/set methods when in extensions