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562 Commits over 730 Days - 0.03cph!
Ignore log files (coherent makes one)
Coherent debugger patches
Correct weak UObject* handling
Don't store grenade/tripmine ammo in weapon instance
Add INetworkSerializable for networking custom types
Add a keybind for voice chat instead of always being on
Add some extra references
Update nuget packages before updating .net core
Update .net core to release version
Crossbow doesn't shoot rockets
Attach decals so they don't float around
Add ancestors property to entity
Add functions to change audio parameters while playing, update bindinggen
Add network serializer for arrays
Make SoundStream usable
Some progress on voice chat
Better check for owner, should fix DS?
Fix attenuation on sound generator
Update bindinggen to fix some bad casts
Add option for setting attenuation on local sounds
Binding sound attenuation stuff
Don't set owner in possess
Always allow client to call client RPC
Throw when calling client RPC and owner is null
Fix NRE on server when placing tripmine
Fix promise crashes in sound generator, update bindinggen
Move SineSound test to sandbox gamemode
Sound generator improvements, need to tweak math
Oops
Copy paste more
Channels and SampleRate shouldn't be private
Defer OnChange until Initialize finishes
Sound generator improvements
Catch and log exceptions when receiving network vars
More robust local IP check
Separate SoundStream and SoundGenerator
Update bindinggen, support weak references to UE4 objects
Make coherent inspector actually work
Fix spin on thowable entity
Messing around with procedural sound
Remove hotload notice from BaseEntity, fixes bot tick disappearing after hotload
We need to swap delegate instances if target type is being swapped
Fix crash when switching maps
Reflected impact effect for bullets
Don't crash when doing virtual RPC