2,064 Commits over 944 Days - 0.09cph!
Add experimental wip animated texture asset. Add gif decoder and importer.
Split obj model into mesh sections using usemtl
Auto generate physics asset for fbx skeletal models. Fix SkeletalModel.GetLocalVertex
Don't print errors finding textures referenced in fbx
Pass in fbx extract folder from managed. Wait until embedded textures are loaded before deleting the temp folder.
Route fbx embedded textures to Game/Temp/.fbm and temporarily add it as a search path. Delete folder when finished.
Add binds for FbxTexture and FbxFileTexture
Get textures from fbx material
Don't create anim tracks for every bone in fbx animation
Fix animation loading in standalone builds so that not every bone needs an anim track (makes it easier for the user)
Ensure min mip width and height is 1
Fix vtf loading. Allow up to 1x1 mips to be loaded.
Fix fbx animations in standalone build by ensuring all bones have ab anim track
Merge branch 'master' of github.com:Facepunch/SandboxGame
Keep Color32 and image data as rgba.
Add Color to Color32 conversion with additional srgb conversion. Add Texture.SRGB property.
Add GetSectionLightmapIndex to static meshes.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Merge branch 'master' of github.com:Facepunch/SandboxGame
Progress on switchable lightmaps.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add lightmap pages so additional lightmaps can be created when one gets full. Share lightmap pages between brush models. Removed old hl1 addon.
Move lightmap encoding to native
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix compile errors in other addons using Lightmap.EncodeImage
Add lightmap mask to only run encoding on pixels actually used in the lightmap (large lightmaps have to be allocated to make sure there's room, so that means large parts of the lightmap usually go unused)
Add Lightmap.CalculateMinMaxColor util function, required for lightmap encoding.
Clear 255th pallete index to transparent black
Load goldsrc lightmaps and calculate lightmap coords.
Parse material type from texture name. Only zero out alpha pixels when using transparent material type and 255th pallette index.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Zero out alpha channel in textures where pixel color is solid blue, this seems to be transparent in goldsrc.
Calculate lightmap uvs, create a test lightmap texture (no packing yet)
Don't try to load wads that don't exist.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add wad filesystem. Load textures from wad.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Mount halflife dir as "quiver" hehe cheeky. Try printing filenames from wads.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Setup aggregate filesystem for mounting multiple wads. Mount Half-Life.
Parse wad paths from worldspawn entitydef
Fix uvs, parse texture lump for texture names (no wad loading yet)
Merge branch 'master' of github.com:Facepunch/SandboxGame
Always use model *0 for worldspawn
Add GoldSrc and HalfLife addons. Supports bsp version 30.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add bone hiding/unhiding by name or index
Give bsp brushes mesh names so they can be assigned unique material slots
Manually cleanup fbxsdk, there's some issues doing it on dispose
Convert fbx scene units when global scale factor is not 1. Remove scaling from bones, these seem to be already multiplied by scale (fbxsdk bug?) Fixes Citizen animations.
Add better animation library settings. Add bone scale to animation import settings until citizen animations are fixed.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Use anim stack local timespan for animation length
Use bind pose translation until I figure out how to use the translations from anims properly. Rename Bone.RelativeTransform to GlobalTransform. Update Citizen animations.
Add test fbx anim loading code to anim importer. Add Citizen anims.
Add FbxTimeSpan. Add Node.GetLocalTransform(FbxTime).
Fill in animation track keys from curves. Not correct, looks like it's better to get anim transforms with EvaluateGlobalTransform with timespan.