3,308 Commits over 944 Days - 0.15cph!
Fix some exceptions from voice
Save and load settings from a file
Fixed incorrect Entity.Position when physics is enabled
Disable Tick for some entities that don't need it
Basic prop_door_rotating support
Fix bsp ambient lighting loading when using leaf version 1 but there's no leaf ambient indices
Add a way to get custom info out of addon.json, use it to store option definitions
Fixed mdl submodel loading. Add func_door_rotating and prop_door_rotating.
Add static mesh socket bindings. Import model sockets from mdl
Fire welder on server instead of client
Fix pivot transform replication
Add entity interpolation toggle command
Remove pivot component bullshit and instead give entities 2 transforms that are multiplied and set internally. Change Transform from class to struct.
Support $alphatest and $translucent
Fix welding, Add WorldEntity.WeldTo
Make sure root components get welded too
Set decal entity root component
Generate mips in background without starving CPU
Add trigger_push. Add WorldEntity.AddImpulse. Mount hl1dm
Add trigger_multiple hl1 entity
Add trigger_multiple, multi_manager. Add overlap begin and end events to world entity
Fix physics handle and physics constraints
Batch map meshes while loading instead of combining at the end
Unwrap exceptions when logging them
Add spot light attenuation radius bindings. Don't spawn world lights that have a negative cluster value.
Don't set base light default vars OnInitialize
Spawn world spot lights
Rebuild lighting for bootstrap map, should fix ambient light importing
Update light variables on spawn to make sure they're synced
Get replicated assets after entity replication
Add AssetLibrary.GetPathOrSpecialName so special named asset names can be replicated
Missed SpotLight, call base Initialize just in case
Use initialize instead of constructor for some entities
Fix pivot point not being used after being replicated
Forgot to add replicated to PivotPosition
Replicate pivot position so WorldEntity.Position can take it into account when simulating physics
WorldEntity.Position uses primitive position instead of actor
Use pivot center for grenades
Add WorldEntity.SetPivotCenter
Add pivot postion to world entities (useful when you want to offset models relative to the entity position)
Show load times for all asset types
Record more asset load times
Update bindinggen
Limit the number of some assets being loaded at a time
Remove redundant async modifiers
Use a simpler test model with embedded textures
Use textures embedded in models
Update bindinggen
Add some source mdl anim structs
Add Model.BoundingBox. Spawn hl1 pickup meshes using bounding box center as offset
Change near clipping plane back to 1.0
Fix dodgy animations (again)
Fix some animation weirdness
Add nodes as bones to fix some animation issues