branchSandboxGame/mastercancel
2,064 Commits over 944 Days - 0.09cph!
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
Displacement triangulation
Cast map mesh shadow as two sided. Disable disp faces for now.
Mount bsp pak file. Fix vtf last mip not being set.
Helps if i actually staged the files
bsp loader gets vmt instead of png textures
Use FileSystem instead of File
Reference SharpZipLib in CoreCLRGen
Use SharpZipLib Version 1.0.0-alpha2
Renable support for pak file lump
Use $bumpmap from material
Read flexes and vert anims
Add skeletal morph target bindings
Read StudioAnimDesc and StudioSeqDesc
Add Matrix mirroring and flipping
Convert attachment transforms
Add sockets for local attachments
Read mdl local attachments