2,064 Commits over 944 Days - 0.09cph!
Added SkyLightEntity.LightLowerHemisphere so map editor can be lit by skylight underneath.
Added map editor grid.
Added SetFaceTextureUVBasis (would be used for aligning face uv to camera)
Added texture mapping modifers (offset, scale, rotate) and material changing to editable meshes
Generate "error" texture for texture cube to figure out what pixels it needs in each slice
Remove C++ map builder and model viewer
Debug draw half edge mesh structure
Editable mesh flat vertex normal gen
Editable mesh face offsetting
Remove unused half edge mesh lib
Use Debug.Mesh for now to show editable mesh triangulation
Editable mesh face extruding
Added traits to half edge mesh to allow for texture planar mapping on brushes
Started to port over editable meshes to C#
Scriptable particle modules. ParticleModuleSizeByVelocity
Only cast hidden shadows for weapon world models when they are attached to player
Added BaseWorldEntity.GetFaceMaterial (only works on static mesh and brush models atm)
Add morph targets to skeletal import data
Allow base materials to be used on meshes that use morph targets
Add weld option to BaseEntity.Attach
Add SoundStream. Add PlaySound2D that takes a sound object.
Separate sprite and billboard ribbon entity
Fixed billboard ribbon bounds
Temp fix for anim crash until i figure out what's really wrong with it (bone modifiers need to be done properly anyway)
Use sort mode distance to view as default for particle emitters
Added BaseEntity.MoveTo that moves and sweeps, returning a hit result. Added BaseEntity.MasterEntity so collisions can choose to ignore it. RPG is moved manually instead of using physics.
Go through managed component to set entity location
Add sweep options to SetActorLocation so moving actors can trigger overlaps
Start on crossbow, not finished
Custom ammo pickup notifications
Add a slight delay to grenade damage explosions so chain reactions don't explode instantly
Don't shake player if it's pending destroy
Run mip map resize in tasks, bump up mip map level to 5.
Fix crash loading leaf ambient lighting. Fix texture reloads not clearing the existing mips
Unfucked texture loading. Cache++
Started on cubemap importing. Removed default sky light cubemap, can't find it in standalone build?
Sky light entity with default cubemap
Remove everything except for post proc from bootstrap (needs content cooked)
Add dummy light and light_spot hl1 entities
Directional, point and spot light entities. Add directional light to map builder
Move worldspawn ent to hl1
Add basic flying movement to map builder so it actually does something