7,479 Commits over 3,622 Days - 0.09cph!
Fix physics handle and physics constraints
Batch map meshes while loading instead of combining at the end
Add spot light attenuation radius bindings. Don't spawn world lights that have a negative cluster value.
Don't set base light default vars OnInitialize
Spawn world spot lights
Rebuild lighting for bootstrap map, should fix ambient light importing
Update light variables on spawn to make sure they're synced
Get replicated assets after entity replication
Add AssetLibrary.GetPathOrSpecialName so special named asset names can be replicated
Use initialize instead of constructor for some entities
Fix pivot point not being used after being replicated
Forgot to add replicated to PivotPosition
Replicate pivot position so WorldEntity.Position can take it into account when simulating physics
WorldEntity.Position uses primitive position instead of actor
Use pivot center for grenades
Add WorldEntity.SetPivotCenter
Add pivot postion to world entities (useful when you want to offset models relative to the entity position)
Add some source mdl anim structs
Add Model.BoundingBox. Spawn hl1 pickup meshes using bounding box center as offset
Change near clipping plane back to 1.0
Fix dodgy animations (again)
Fix some animation weirdness
Add nodes as bones to fix some animation issues
Transform vertices with fbx nodes
Testing animation importer extension (load extra data with fbx)
Add Anim Notify bindings. Remove unused .meta files
Re-enable viewmodel animations for pistol and mp5
Add Skeletal sockets from assimp nodes that have no children, no meshes and isn't assigned to a bone
Finding map materials fall back to .mat, .png, .tga if .vmt doesn't exist.
Don't init volumetric lightmaps more than once, data is discarded after texture creation in non editor builds
Volumetric lightmap bindings
Put displacements in their own mesh entity so they can have tri mesh collider (could be in the same entity but may aswell get culling benefits)
Add convex colliders for worldspawn brushes instead of using a triangle mesh
Add precomputed shadowmap bindings so map importers can import shadow maps. Directional light entities are now stationary so they can blend together with precomputed shadow maps and also cast dynamic shadows.
Add empty Addon classes for addons without them to avoid warnings
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix crash on map change, create new model for brush models instead of trying to reuse old ones.
Unmount and remove search paths in Sandbox addon unload
Replicate mesh entity material overrides
Fix some possible replication issues with source entities
Make Func_Button OnIn trigger Authority only
Clean up StaticMeshEntity
Improved model replication
Add model replication back
Add Facepunch.Parse to BuildLibrary.bat
Fix leaf ambient lighting after SourceUtils update
Use normals from displacement manager
Replace displacement triangulation code with displacement manager
Add missing references. Some additions to primitive structs.
Load bsp pak before mounting it to avoid recursive lookup mindfuck
Add Facepunch.Parse. Update SourceUtils.
Fix static mesh vert colors index buffer not being used. Displacement blending.
Displacement texcoords
Displacement materials