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3,194 Commits over 944 Days - 0.14cph!
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
Copy hud components before iterating over them
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.
Add fbx included animations and play one ready to test
Add FbxTime. Add FbxAnimCurve KeyGetCount, KeyGetValue, KeyGetTime.
Rename Constants to CurveNodeConstants
Add curve node constant names `node.GetTranslationCurve(animLayer, Constants.CurveNodeComponentX)`
Add default create bool to GetCurve to fix compile error
Add FbxPropertyEx.GetCurve with channel name
Add binding extension to node for getting curves from anim layers
Bind fbx classes FbxAnimStack, FbxAnimLayer, FbxAnimCurveNode. Try printing anim stack names.
Add fbx animation importer class
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