7,647 Commits over 3,684 Days - 0.09cph!
Spawn prop_physics entities. Spawn prop_static embedded map entities. Fix static prop version 6 loading.
Add func_button with "OnIn" support
Add BaseWorldEntity.MassScale
Add phys_hinge entity
Spawning directional lights for sky lights in bsp
Add constraint OnBroken event
Physics constraint motors
Add PhysicsConstraintEntity
Matrix4x4 indexer
Spawn ents for bsp world point lights. Add light draw distance settings.
Fix uninitialized skeletal animation tracks in standalone builds
Fix physics asset collision in standalone builds
Fix static mesh collision in standalone build
Flip MDL vertices along X axis
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