197,396 Commits over 4,110 Days - 2.00cph!
Fixed Blackboard.Copy not working. Removed stupid keystates thing
Fixed PlayerController move commands being sent twice
changed the order of GetNeighbourTiles() to hopefully be N,E,S,W
DataAsset logging methods, debug string prefix cleanup
Actions.SetCombatTarget uses Blackboard.Get, logs failure
Replaced all external blackboard[] usage with .Get method
Made NetworkEntity inspector look nice.
moved scorch/decal stuff out of TileView and into new TileScorchDecals
Rocket factory prefabs / scene changes
updated burner attack to better match fx
Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
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Flamethrower now child of muzzle
Fix for burner flamethrower not scaling correctly when child of muzzle
Set rough position of attack anim event on burner
Client doesn't get to do any generation or level loading in listen server mode.
Anim event script to turret
merge burner anim branch to main
Updated attack to avoid clipping
Merged with networkuser branch
Renamed all variables that I could see.
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Explosions leave tile scorch decals
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Windows: _HAS_EXCEPTIONS=0
Cupboard has same protection properties as a wooden door
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Only sending character state to proxys when it changes. Also simplified character state proto slightly
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Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
fixed crouch animations floating above ground
Fixed weird character hovering on player_motor bug
OSX builds use clang w/ C++11
Fixed issues around being dead and disconnected and respawning and stuff
False -> nullptr in a bunch of places (clang complains)