(BREAKING) Refactored damage to use an instanced DamageFormat object so that it is easier to reimplement and reuse similar behaviours and allows future additions to be usable by all emitters. Damage numbers will need to be refactored to the new system. The old values have been left as visible only in the asset.
Added box shape for volume emitters
Added new meshes and animations for Beam Rifle and Rocket Launcher. Also started a new WIP Rocket Launcher weapon.
Added test level for split screen support
Added first pass for SplineMeshComponent based projectile trails
Improved hit redirections for projectiles
Automatically compiling Mutable object when displayed in the viewport without being compiled
Fixed the weapon asset pawn T-Posing if the pawn blueprint is compiled
Fixed spread and jitter being applied as integers rather than floats, causing low values to be ignored
Consolidated rollback components Net Simulation into a single replicated actor to prevent unnecessary replication
Attributes now cache values to ensure it is available after the registered attribute goes out of scope
Fixed headless clients crashing
Added a player count stress test level
Rollback optimisations - Preventing physics state from being recreated each rollback and no longer moving colliders if it has not changed since last frame