branchSandboxGame/worldcancel

2 Commits over 0 Days - ∞cph!

7 Years Ago
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate Bullet impact sounds Merge pull request #103 from Facepunch/world Use a new Sandbox.World instance for every UWorld instance Remove viewmodel anim notifies when switching weaponm Weapons setup their own viewmodel anim events Only broadcast bullet damages that are over 0 Added DepthStencilIndex so post process can render outlines for entities Fixed VBSP version 19 loading (different leaf structure) Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too. Hopefully networked physgun highlight Made rubber ball impact sound trigger more robust Fixed sprites not receiving outline Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha. Only setup viewmodel if controlled by local player Only trigger viewmodel fire on local controllable Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts. Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources) Only allow one physgun to grab an entity at a time Fix random playing of hurt sounds DestroyLater should still trigger a shutdown once complete. Add OnShutdown event so external entities can know when another entity shutsdown. Physgun release on self shutdown or grabbed entity shutdown. Broadcast PhysGun Shutdown to make sure clients release grabbed entity Physgun can pick up ragdolls Added WasRecentlyRendered Add ConstraintAxisLock. Physgun freezing. 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. Force prop physics off every tick client side Disable physics replication 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 Added world.AddPlayerState, world.RemovePlayerState World name Update bindinggen to fix forward declares Billboard ribbon rendering Merge branch 'master' of SandboxGame Conflicts: Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp Add GrabRelativeNormal to physgun Don't pick up duplicate weapons Fix render crash at startup on steam build (I think) Move IsMoveInputIgnored/IsLookInputIgnored to C# Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Use a new Sandbox.World instance for every UWorld instance