7,487 Commits over 3,622 Days - 0.09cph!
Add RefreshBoneTransforms to skeletal mesh entity, this is useful for when you want to disable ragdoll physics and not have it spazz out for a until next tick
Add dummy ui to capture mouse
Use orbit camera for ragdoll editor
Skeletal model post load calls embedded physics asset post load so constraints are fixed in editor
Update all asset library loaders on start game so new ones can be found when switching gamemodes
Commit lightmap texture (should probably warn when using an uncommited texture)
Move bsp reading to BspUtils addon (bsp reading across quake based engines is pretty much the same)
Default mass scale to 1 for physics asset importing
Add mass scale to physics body
Draw physics asset constraint limits
Add offset transform to physics asset constraint importing
Remove debug draw now that we can draw directly to the pdi
Weld with constraints when welding a model with bones (welds the root body for now, ragdolls can't be welded with solid welding)
Freeze/Unfreeze individual joints with grabber tool
Add bone grabbing to grabber tool
Save references to bodies and constraints in physics asset. Add json constructor to Angles.
Fix NRE when reloading skeletal model
Add reference to physics asset override in skeletal mesh entity and reference to physics asset in skeletal model
Try wrapping physics asset in a proxy object so we can get the managed pointer back out from the outer object (gross)
Add bodies enumerator to physics asset. Add GetBoneTransform.
Add Project and Deproject to Draw2D
Add managed handles to internal physics asset, body and constraint classes. Add GetPhysicsAsset to skeletal mesh entity.
Draw wireframe primitives for every body in a physics asset
Fix compile error in steam build
Initial ragdoll editor addon
Expose low level primitive drawing for gamemodes to draw primitives on demand
Fix constraint enable projection setting, check if the constraint data is valid first.
Load constraint collision and projection settings and rigid body linear and angular damping.
Fix compile errors
Fix constraint limits in editor by setting default profile to the profile in default instance. Add PostLoad to assets for any fixups needed after loading.
Fix constraint transform when constraint parent isn't directly above in hierarchy
Load physics assets from json. Fix Vector3 json deserialize.
Started physics asset importer. Add unload and reregister to physics assets so they can be reloaded
Only reload asset on file change if the file still exists (deleting file triggers file changed event)
Allow sound assets to take direct PCM data
Separate wav and ogg sound importers
Cleanup fbx animation loading
Add physics asset override to skeletal mesh entity (sometimes you want a custom ragdoll that doesn't import with the model)
Preserve model import settings when reloading
Load fbx animations properly using anim timespan
Add MaterialPropertyBlock, these are used for when you need to make batched render calls but preserve dynamic material properties.
Only render screens in view
Test custom canvas render item that allows fast rendering of items with material property blocks
Fix linker error in standalone
Render arcade sprites in a single canvas flush. Add TickInterval to entity.
Hook up cabinet provider to crt screen shader
Fix provider material properties. Fix zero alpha pixels using wrong swatch.
Implement graphics provider material
Render draw list to render target
Update render target on graphics provider render