New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions.
Make state machine use managed transition rules based on anim params
Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
Add skeletal prop entity. Allow prop spawner to spawn skeletal props
Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu
Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable)
Weapon view model uses skeletal prop entity. Add v_m92.prop
Allow prop assets to define an animdef. Add v_m92.animdef
Store weapon in pickup entity as classname, ideally weapon entities should always be owned by a player
Destroy dropped weapon now that it doesn't exist inside the pickup entity. Spawn pickup entity at the end of drop to avoid picking it up while still in inventory.
Add a trigger delay to pickups so that dropping on self doesn't trigger a pickup straight away
Give or equip weapon from weapon def when clicking on weapon tile
Check weapon model visibility every tick instead of relying on replicated var changes
Only update toolgun tools when it's the active weapon
Give BaseWeapon PrimitiveDraw and DrawHud virtuals so toolgun can handle gizmo logic
Switch to toolgun before switching tool