611 Commits over 730 Days - 0.03cph!
Fix server end game not disconnecting clients, remove double error message when losing connection
Dice game playermodel, fix a couple other issues with dice game, fix voice chat
Fix the math for model origin
Rotate, scale, and change origin of models at import time
Don't show connection errors on server when clients disconnect
Fix a NRE when a model wasn't found
Display connection errors
Pass ENetworkFailure to managed, fix crash when failing to connect to server
Replicate model import settings
Make dice vehicle work in multiplayer
Bind flags for absolute transformation
Don't break network ids when selecting things in editor
Overload WithBurst to let people set a minimum
Fix the delay when waiting for players
Wrap players list when it gets long
Add a help screen to dice game
Move text and voice UI to engine addon, fix voice playing at 0 volume, add chat to dice game
Hide the buttons you cant use in dice game, css tweaks
Show proper text on dicegame ui instead of the enum
Add a console command to dicegame to restart the round
More detailed load times for models
Fix menu and console becoming stuck open (also no longer using vkeys)
Fix initial hud variable not sending when its hashcode is 0
Release game keys when the HUD is receiving the input
Catch and log exception when hotswapping delegate
Skip hotload on network serializers
Switch HUD to use FString marshaler instead of cstring
Network serializer for enums, low overhead WithIndexes
Let gamemode change how spawnpoints are found
Add getter for angular velocity
Fix hard crash if timers are used before World is set
Replicate skylight, add classlibrary to post process entity
Missing file, test grabbing rAF as well
Trying to UI with the game properly
Expose volume, pitch, and attenuation on VoiceEntity
No more mutable Vector3
Fix multiple post process volumes not working properly
Added Deref<T> to bindinggen
Testing post process stuff
Update bindinggen, local (bounding box) post process settings
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