7,083 Commits over 3,531 Days - 0.08cph!
Started Suicide Barrels gamemode. Support BSP > 19 ambient lighting.
Rename SetAnimationSequence to PlayAnimation
SkeletalMeshEntity.AddAnimation helper func
Removed all C++ runtime asset cache shit
Use managed skeletal mesh and animation loaders
Support skeletal mesh section visibility and material by section name
Limit size of auto generated physics asset bodies
Create convex collision from dominant bones
Add physics asset collision bindings (convex, sphere, box, capsule)
Fix vertex weight normalize
Make sure vertex weights total exactly 255
Add BaseWorldEntity.AddCustomPhysics so custom forces and torques can be calculated individually for every physics substep
Disable ragdoll body to body collision. Fix constraint axis.
Add Color == operator to fix generated code error
Fix errors in steam build
Create constraints for bones in skeletal model
Merge branch 'master' of github.com:Facepunch/SandboxGame
Started physics constraint bindings. Update BindingGen
Add FName marshaller (try to avoid duplicate code)
Fix compile errors in steam build
Finished managed animation importing
Add skeletal mesh dependency to animation library (animation importing requires a valid skeleton)
Fix compile errors in non editor builds
Added animation and skeleton preview mesh bindings (only useful for editor debugging)
Getting things ready to implement managed animations and physics assets
Change static mesh LOD distances
Basic Source MDL importer
Cache controllables player name on death so it's still valid after death
Rotate hl1 pickups so playtesters don't complain about the burgers being upside down
Temporarly disable impact effects and decals on skeletal meshes until decals can be attached and we choose effects based on surface type
Fixed skewed bullet decals when hit at an angle (not sure if this was intentional but it looked wrong)
Disabled lighting on spark effects
Added attenuation settings to audio assets, default falloff distance to 1000.
Add Skeletal mesh material slots
Fix vertex weight normalize, Always add dummy root node into skeleton for cases when there's more than one bone with no parent.
Add assimp property store bindings. Changed default max weights to 8 for higher quality skinning.
Mesh util func to normalize vertex weights. Force assimp to limit max bone influences to 4.
Skinning mesh using bone weights
Fixed bone hierarchy transforms
Fix skeleton hierarchy. Add Transform.Inverse
Transform skeletal mesh vertices by the mesh node world transform
Import bone hierarchy
Move bones from Meshes to SkeletalModel
Building skeletal mesh from imported assimp data