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3,194 Commits over 944 Days - 0.14cph!
Fixed crosshair screen blocking
Fixed dealog not populating
Cleaned up js includes in root html
lfs images
Update bindinggen to hopefully fix hotload
First aid entity plays a sound on use
Add wav extracting to batch converter
Add ziks SourceUtil for batch converter. Converted hl1 textures and materials. Materials find textures in any addons, not just relative to the material file.
RPC/Replication hashes match between different clients
Kill list
Merge branch 'master' of SandboxGame
Kills, Deaths, Score and Team can be set
Fixed viewmodel not deploying when first possessing when running locally
Crosshair
Merge branch 'master' of SandboxGame
Add PlayAnimationState and AddAnimationState for easy playing and crossfading of single animations
Update button labels on clear
Add SetAnimationSequence for playing single animation
Playing
Don't show UnityEngine.Manager Traces
Merge branch 'master' of SandboxGame
Skeletal mesh root anim node is created automatically when setting anim result
Syntactic sugar for state machine node
Fixed stack trace not showing
Use hash instead of incrementing ID for replicated property IDs
Use hash for remote procedure IDs
Merge branch 'master' of github.com:Facepunch/SandboxGame
Text filtering
Merge branch 'master' of SandboxGame
Change ping to byte in bindings so it's marshalled correctly (was fucked up in single player)
Scoreboard close fix
Console filtering by type
Merge branch 'master' of SandboxGame
Call OnDestroyed in DestroyedByEngine instead
Added OnOwnerDestroyed log back in
Added BaseEntity Destroyed function and OnDestroyed event which should be called both server and client side. Fixed SetNetworkVariable not bailing if entity is pending destroy.
Scoreboard
Merge branch 'master' of SandboxGame
use Time.Delta for physgun rotations
Physgun rotation snapping
Physgun rotation
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fixed exceptions/asserts
Merge branch 'master' of SandboxGame
Physgun rotates objects as player's yaw changes
Merge branch 'master' of github.com:Facepunch/SandboxGame
Added SandboxLocalPlayer
Player ToString
Pass options string to PlayerLogin, so we can do shit on the c# side
Player.IpAddress
Pass name
Hacky fix for physgun beam not using correct eye angles on client
Only create base hud when not running dedicated server
Color constructors for particle distribution vector
Move IsMoveInputIgnored/IsLookInputIgnored to C#
Fix render crash at startup on steam build (I think)
Don't pick up duplicate weapons
Add GrabRelativeNormal to physgun
Billboard ribbon rendering
Merge branch 'master' of SandboxGame
Conflicts:
Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
Update bindinggen to fix forward declares
Added world.AddPlayerState, world.RemovePlayerState
World name
Handle ManagedEngine::Initialize returning false
Requirements.txt
Capture Console.Error too
Create steam_appid.txt in editor
Removed OnlineSubsystemSteam
Send BinariesFolder, PlatformFolder to Manage class
Add native binary paths to path
Init steamworks client
Compile fix
Include steamworks dll in sandbox engine
Debug, show user info on front screen
steamapi_64.dll in binaries/win64
Removed GetPlatformUserName (unused)
Player name from Steam
Moved Log to Snadbox.Public
Don't init steam client if dedicated server
Disable physics replication
Force prop physics off every tick client side
Add Debug drawing binds. Added physgun beam drawing (debug draw for now). Add Transform class. Bullet spread now plays impact sounds for each different surface.
Add ConstraintAxisLock. Physgun freezing.