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3,194 Commits over 944 Days - 0.14cph!
Use a simplified light cache interface for multiple lightmap support
Extend static mesh rendering to support multiple lightmaps per model (used for large meshes) Add Mesh.LightmapIndex and Model.Lightmaps.
Test lightmap encoding on idtech3 maps
Fix Lightmap.EncodeImage and use it for source maps
Add FileSystem.WriteAllBytes. Add Lightmap.EncodeImage util func (not 100% correct yet)
Add Sound.ConcurrencyLimitToOwner. Add camera ProjectionMode (perspective, ortho) OrthoWidth, OrthoNearClipPlane and OrthoFarClipPlane.
Experiment with sound concurrency (example: limit weapon sounds to 1 so they don't play over each other)
Fix mounted controllable position in vehicle, disable vehicle collision with pawns because of a replication race
Add Animation.ClearNotifies
Experiment with using animation events for playing reload sounds
Add frame rate to animation library settings
Pistol viewmodel anim state machine
Test viewmodel animations. Add viewmodel swing
Spawn viewmodel before giving weapon
Don't create mdl physics if .phy file doesn't exist
Add test gamemode and weapon to ShooterBase. Handle movement input in BaseWeaponControllable
ShooterBase weapon view models
Add wm_removeteamvoiceannounce
Add wolfet teams. Play team voice announcements on team join.
BaseSound has an internal sound base instead of sound wave
play sound bindings take a sound base instead of sound wave to make it possible to play sound cues etc in the future
Add test soundscape scripts to sandbox gamemode
Don't load script manifests if file doesn't exist
Use ShooterBase for Sandbox gamemode
Support subsoundscapes in env_soundscape
Use correct volume and pitch when playing soundscapes
Support playrandom and playlooping for env_soundscape entity
Add PlaySoundScript console command for testing
Support multiple play entries in soundscapes
Add source script library used for soundscripts, soundscapes and surfaceproperties
Add SoundScript.FromKeyValues
Parse playlooping and playsoundscape in soundscapes
Add SoundScape.FromKeyValues
Start to load sound scapes from manifest file
Start parsing surface properties from manifest file
Only find physical material if $surfaceprop exists
Add default source physical material
Pass physical material through hit result
Add bindings for setting physical material
Update coherent.js version
Ignore trace messages on console overlay because they're annoying and not that useful
Add some missing sounds to suicide barrels
Add worldspawn and info_player_deathmatch to source addon
Fix hl1 entity compile errors
Properly namespace deathmatch addon
Add ShooterBase addon. Move first person shooter related code out of Engine addon.
Make velocity getter never return NaNs
Fix net relevancy for the vehicle test map
Properly disable interpolation on things that are attached, getters for relative position and rotation
Load vo_axis and vo_allies sounds
Add debug sounds ui to test sound scripts