Added Lua mesh skinning support
* Added `mesh.BoneData( index, matrixId, weight )`
* Added second argument to `Global.Mesh` - boneWeights
* Added `IMesh:DrawSkinned( matrixTable )`
Minor cleanups
Fixed DrawSkinned affecting underwater rendering
* By applying the model matrix to the Draw() call
Some more than minor cleanups of probably unused stuff
Fill remaining matrices with identity ones for DrawSkinned
* In case some silly goober doesn't give it enough or gives none
Fix handling of userdata members from tables
Fix potential crash with malformed models
Remove that unused code
Potential micro optimization for trace filter tables
Minor cleanup
Fix last map not loading correctly if it's an addon map
mesh.Begin throws errors with invalid primitive counts
Fixed a crash with func_button and Sandbox drive system
Lets try making r_radiosity default to 4 again
Add some sanity checks to map loading
Implement corrected limit checking for mesh.Begin w/ static meshes
I.e. when giving mesh.Begin a mesh object, the limit becomes
65535 instead of
32768
Added second arg to IMesh:DrawSkinned - mult by model matrix
Try to prevent crashes with weird .phy files
Include tree_deciduous_card_01.mdl with the extra skin
* Fixes some visual inconsistencies on HL2 maps
Implement Panel:Clear for DPropertySheet/DCollapsibleCategory
* DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel)
* DCollapsibleCategory will avoid clearing its header, deletes everything else
* DPropertySheet:CloseTab now also calls OnActiveTabChanged
Flip order of operations for model matrix mult of DrawSkinned
* Should fix angles affecting position
Fix false positive on LoadLeafs data validity test
Do not reset water reflection/refract textures when they are not used
* From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless)
Fix a typo in DModelPanel