7,659 Commits over 3,684 Days - 0.09cph!
Pass in num bone influences when creating mesh from fbx
Sort fbx vertex weights highest to lowest to fix seams
Initial support for fbx skinning
Add remaining managed partial fbx classes for when i need them
Bind fbx classes FbxSkin and FbxCluster
Try printing fbx deformer skin cluster data
Support fbx submeshes (mesh sections can have multiple materials)
Bind more fbxsdk to have access to node hierarchy. Add fbx bones (no transforms yet)
Fix tween ping pong so it works with any easing
Add tweening classes to Sandbox.Engine
Fbx morph target normal deltas
Add hat model from Citizen
Add props from Citizen
Move proto textures to Citizen
Add Citizen addon to keep assets
Only add morph target deltas then have a non zero length
Initial fbx morph target support
Print blend shape channel names
Add FbxObject and shape and deformer related functions to FbxGeometry. Try printing blend shape names.
Add fbx blend shape bindings. Remove fbx wrappers and just make managed fbx classes public instead.
Add IAddonResources.MountPhysical to make it easier to mount a directory anywhere on disk
Arsing around with a kingpin addon. Mount paks and main game directory.
Apply import settings transforms in fbx loading
Add psd to list of texture formats we can load. Add proto textures.
Fbx mesh names use name without lod. Add Citizen textures.
Static mesh unique material slots are based on unique mesh names instead of unique materials, the same as skeletal meshes (so body parts can be toggled)
Clean up fbx binds using extensions
Convert fbx scene to unreal axis system. Calculate fbx geometry node global matrix so meshes are transformed properly.
Fbx geometry names. Parse LOD level from geometry name to support LODs
Use binded fbx classes instead of intptr
Cleanup fbx importer and manager on dispose
Add FbxMesh.UVSetNames and GetPolygonVertexUV now takes a uv set name
Make fbx class bindings naked so they don't use shared ptr. Update bindinggen to add fbx casting.
Add fbxcast because fbx types don't work with dynamic_cast (really should have a custom way to specify casting)
Initial support for native fbx loading using fbxsdk (this will allow us to support morph targets)
Update Pure3D
More Pure3D chunks
Render block builder preview with outline. Fix runtime mesh occluding when using custom depth.
Empty builder menu to capture the mouse, open with Q
Use primitive builders for the block tool preview
Add primitive builders for linear and curved stairs
Fix out of range exception in mesh deserialize
Add Primitive Builders, properties of the builder get replicated instead of mesh data if the mesh is unmodified
Add cylinder primitive builder
Add preview mesh for block tool
Clamp block tool drag size and extrude distance
Copy used materials when cloning editable mesh
Hook up voice chat and text chat to map builder
Set mesh to modified after applying materials
Replicate editable mesh face material changes
Replicate material id too to keep lookup in sync
Replicate editable mesh material changes
Replicate editable mesh used materials, reference face materials with id
Switching selection mode recalculates selection bounds (could have 0 faces selected when switching from mesh to faces)
Fix cloning editable meshes on clients by spawning them locally first then spawning them on the server after releasing selection
Merge branch 'master' of github.com:Facepunch/SandboxGame