7,059 Commits over 2,833 Days - 0.10cph!
Automatic null checking for unreal types
Fix player states not being removed
Replicate inventory using NetworkEntityReference
Add entity serializer, fix ImmutableList serialization
More generic network serialization
Add back List<T> serializing
Add a delay task that uses game time, remove old UObject map
Defer creation of InventoryPackage trigger until it can be picked up
Cleanup static field replacement, skip static compiler generated types
Bringing changes over from SandboxGame
Fix Gamemode.Current becoming null after hotload
Hope MyGet still has 3.5 SDK
Update project files, add test for recent issue, also fix NRE in DelegateTest7 because ctor didn't assign all fields
Fix some issues with hotload
Add flag to prevent dispose from being called multiple times
Improve GCHandle logging, fix a GCHandle leak
Update bindinggen to hopefully fix hotload
Replace GCHandle with our own implementation (required for hotload)
Fix forward declares for managed definitions
Update bindinggen to fix forward declares
Use Cast<T> instead of dynamic_cast<T> for Unreal types (fixes #40)
Update bindinggen, cleanup old things in singleton
Implement dispose pattern, increase memory pressure when handles are in use
Update bindinggen to fix forward declares
Always forward declare in header, don't do it inline
Update binddinggen, swap defs to demonstrate other error
Sort definitions by dependencies, not just inheritance
Updating to .NET Core 2.0 (preview 2), not working yet
dynamic is BANNED
Merge pull request #89 from Facepunch/netcore2.0
Upgrade to .NET Core 2.0 preview 2
Updating to .NET Core 2.0 (preview 2), not working yet
Show a message when skipping file writes
Don't write files if existing content is the same
Don't return invalid pointers from object map
Fixes "Invalid object in GC" crash
Update bindinggen to fix broken weak handles
Fix locking weak handles, it needs to clone to a strong handle