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2,064 Commits over 944 Days - 0.09cph!
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
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