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3,194 Commits over 944 Days - 0.14cph!
Adding Serverlist basic styles
More styling additions to server list
group button border radius fix
Update coherent version in js
Updated coherent binaries
Resources
new coherent.js
Updatec coherent shaders
Static libraries
Coherent source updates
Inspector folder fix
member access fix
Add default UE4 path to path in bat files
SendTexture fix
Oops Kiss_FFT is needed
Compile fix
Shader path fixes
Merge branch 'master' of SandboxGame
Added Audio class (sound refactor)
Added BaseHud.Blur()
Call Blur if we click on something that isn't the HUD
Base styling and splitting styles to less files
Fixed entity edit input crazy decimals and changing when editing
Removed UnrealImGui
Stripped unused plugins (as far as I can see)
If a gamemode overrides CustomBindsConfig we'll look for a config file named binds.{configname}.cfg and run and save binds to that.
Gamemodes with overridden binds can have a binds_default.{configname}.cfg to define default key binds
MapBuilder gamemode uses its own config
MapBuilder console commands for switching modes
MapBuilder default binds config
Move SourceUtils to its own addon
Wrap Save class as an asset so I can experiment with map save importers
Make the save filesystem go through the main one instead of being separate
Fix compile errors in other gamemodes that used default post processing volume
No default clientside post process, PostProcessVolume editable
WriteString fix
Clear the map before loading
Texture JsonConverters
Skylight Cubemap property
Merge branch 'master' of SandboxGame
Always draw non gizmo edges when not in edge edit mode
Can ReadString from Save folder
Map loading
Merge branch 'master' of SandboxGame
Add face editing (using point handles for now)
Send mesh changes after editing mesh edges
FileSystem.WriteString goes in /User Data/ folder
Create directory structure in WriteString
Show actual error when console command fails
Map saving
Send mesh changes to client
Merge branch 'master' of SandboxGame
Don't need FNetBitWriter/FNetBitReader now
Spawndata re-jig
Merge branch 'master' of SandboxGame
Only set position from Axis1D if it was active to avoid other axis drawing a frame behind
Save mirror axis state when any axis of Gizmo.ThreeAxis is active
Add vertex scale vector to editable meshes so that it can be used instead of entity transform scale
No, it's bytes not bits
Merge branch 'master' of SandboxGame
Add dragging to scale gizmo
Updated BindingGen (voidptr)
NetSerialize =>WriteSpawnData etc
Send out vertex changes in EditableMesh
Merge branch 'master' of SandboxGame
Codegen
Add Sphere.Trace. Allow Draw3D.SolidSphere to be colored. Start on scaling gizmo.
Fix exception in ActiveEnd
Don't delete entities that aren't editable
Documenting ActiveEnd
Rename ActiveEnd
Delete selected entities on server with delete key
Mirror Gizmo.ThreeAxis handles depending on direction to camera
Move over instagib gamemode
Set position locally too
Log chat in server console
Stack.cs -> GizmoStack.cs
Added Gizmo.Condition.ActiveEnd
Send updated verts to server after editing
Include ChatBox/Voice on server
How much of the world will be destroyed if I try to make the HUD replicate
Add HitResult.FaceRotation
Cache face hit to avoid calculating it from a hit result entity that may have changed geometry
Allow HitResult to query face hit (tangent vectors and material)