Today
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