7,112 Commits over 3,531 Days - 0.08cph!
Random sound array for sound def entrties
Add Vector2Converter
Random pitch and volume for sound def entries
SoundDef asset (collection of sounds with parameters, similar to sound scripts) Experimental AssetRef class so that json string can reference any asset
Fix out of range exception when loading fbx with no UVs
Assign material groups a random color material
Orbit camera around preview model center
Make sure to cleanup fbx importer when bailing out early
Only attempt to create physics asset from fbx if model is valid
Bail out of fbx loading early if there's no geometry
Basic model viewer with model file drag&drop. Logs mesh sections and material group names for now
Only invoke viewmodel anim events if the viewmodel can be seen locally (viewing firstperson)
Allow weapons to register worldmodel anim events, only invoke events if viewmodel is not visible locally
Add animdef for spas12 worldmodel
Only cache player state if it's valid
Run combat player OnUpdateView when builder player is not in thirdperson. Add view punching to rust weapons
Disable fbx embedded textures, problems on steam builds
Remove unused test layers in citizen animdef
Allow prop spawning without toolgun in inventory
Enable collision on player models so player can take damage
Initialize prop for weapon world models. Define both static and skeletal model for world model props because static is used for pickups
Start viewmodel animation paused so that it doesn't start playing until deployed
Cache asset references with absolute path instead of relative
Append incremental number to duplicate bone names
Calculate fbx bone transforms from skin clusters so that bind pose is correct when there's a built in animation
spas12 prop
Fix steam build compile error maybe
Add mesh rotation model so mesh particles can inherit parent rotation
Add rifle shell casing
Add auto activate to particle system entity
Activate shell casing particle system on eject shell anim event
Add AutoDeactivate to particle system asset
Shell casing particle effect
Allow weapons to register callbacks for viewmodel events
Simulate physics on prop after it has spawned to avoid warnings
Remove gibs asset, use skeletal prop instead
Toolgun view and world props
Fix citizen phys asset
New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions.
Make state machine use managed transition rules based on anim params
Add SetAllBodiesSimulatePhysics
Support submeshes on fbx static models
Add material groups to player model definition
Fix complete fuckup of unique material slots
Append submesh index to mesh name to avoid clashes
Remove material name append from mesh name when importing fbx skeletal models
M249 materials
Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
Fix repeat weapon firing while still deploying
Add Weapon_M249
Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping)
Add bob cycle to viewmodel using player movement velocity
Call OnDeploy when weapon becomes active and weapon models have been shown
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
Add group to prop asset info. Add group section to prop spawn menu