7,083 Commits over 3,531 Days - 0.08cph!
Added leaf ambient lighting to bsp lib. Added initial support for lighting probes (precomputed light volumes)
Moved lightmap from mesh entity to model. Fixed brush models having no lightmaps.
Cubemaps can be loaded from file (single texture file, 6 images in a row or columns)
Initial high resolution screenshot support.
Added timescale console command
Quantize lightmap samples. Skip unwanted bsp faces.
Add my path to CookContent.bat
Only mark debug renderer state dirty on the game thread
Material importer loads texture cube if the material parameter requires it
Added SetCastShadow and SetLightingChannels to BaseWorldEntity
Recreate physics state when scaling world entities (fixes setting scale after setting model)
Keep managed renderer component alive
Block tool can create box primitives with grid snapping on any surface
Map builder tools with toolbar hud
Add ExtrudeFaceAlongAverageNormal
Add GetAverageFaceNormal and OffsetFaceAlongAverageNormal. Initial face splitting support.
Offset editable mesh debug lines to fix z fighting
Moved debug drawing to C# using experimental rendering component that calls back to C# with the PDI
Editable mesh face index from collision face index
Map editor stair builders
Moved screen deprojection funcs to player controller
Screen position deprojection so line traces can use screen position
Added map editor crosshair, visible when moving camera
Added BaseHud.OnMouseButton so map editor can lock/unlock mouse on middle mouse button
Added SkyLightEntity.LightLowerHemisphere so map editor can be lit by skylight underneath.
Added map editor grid.
Added SetFaceTextureUVBasis (would be used for aligning face uv to camera)
Added texture mapping modifers (offset, scale, rotate) and material changing to editable meshes
Generate "error" texture for texture cube to figure out what pixels it needs in each slice
Remove C++ map builder and model viewer
Debug draw half edge mesh structure
Editable mesh flat vertex normal gen
Editable mesh face offsetting
Remove unused half edge mesh lib
Use Debug.Mesh for now to show editable mesh triangulation
Editable mesh face extruding
Added traits to half edge mesh to allow for texture planar mapping on brushes
Started to port over editable meshes to C#
Scriptable particle modules. ParticleModuleSizeByVelocity
Only cast hidden shadows for weapon world models when they are attached to player
Added BaseWorldEntity.GetFaceMaterial (only works on static mesh and brush models atm)
Add morph targets to skeletal import data
Allow base materials to be used on meshes that use morph targets
Add weld option to BaseEntity.Attach