7,479 Commits over 3,622 Days - 0.09cph!
Attach physics body to root bone if solid name doesn't match a bone name
Add .phys loading for ragdolls. Destructibles research. Add LinqExtension Enumerable.WithIndexes.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix static mesh mdl lods with incorrect materials
Fix skeletal mdl lods with incorrect materials
Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message
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Add better native dll filtering
Add Image.Rotate (Only works for uncompressed image data) Add Image.Uncompress (Only works for DXT compressed images) Renable skybox loading but textures must be all uniform and of the same size.
Attempt compressed image rotation. Disable source skybox loading until all textures work.
Add source skybox cubemap importer, import (ft, bk, rt, lf, up, dn) textures to make a single texture cube
Override IGamemode.LoadMap for MusicBox so it doesn't load a map
Ported jamesk's music box
Remove timer for logic_timer and use async loop func instead
Add logic_timer. Add ambient_generic. Add support for duplicate entity keys in key values. Add FindTargetEntities. Mount hl2_sound_misc.
Change lod distance factor to a reasonable value so lods are actually in use
Add source path to models so the source file can be traced back
Forgot to add overlay to mesh batch, disable shadow casting on overlays.
Add env_soundscape
Batch map overlays with worldspawn model. Batch displacements.
Combine meshes to save draw calls (bsp texturedata can result in the same material sometimes)
Convert BGR888 to BGRA8888
Fix 16x16 textures being fucked. Fix MakeErrorTexture (2x2 checker)
Add editor only source paths to imported textures so they can be traced back to the source file
Fix map overlay texcoords
Basic map overlay support (map decals)
Ambient lighting hdr lumps always seem to be fucked so don't bother using them
Ghetto smd parser to test animations. Changed skeletal model to handle setting of materials so users only have to set the material on the mesh.
Add animation importer looped configuration
Fix audio crash. Fix viewmodels incorrect rotation.
Fix entity interpolation snapping on first spawn when using pivot
Fix entity replication and interpolation
Change HiddenSections to array, can't replicate sets
Add ShowMeshSection to MeshEntity
Model importers can now set material section names so section index can be found by name
Use mdl mesh name for imported mesh name (body or model name doesn't make sense to use here)
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
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
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